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The 







ight & Magic II 





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The Battles for Alexander's Empire 



BABYLON, 
323 BC, 

ALEXANDER 

THE GREAT 

DIED. 

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CLEAR HEIR 

AND NO 

INSTRUCTIONS 

ON WHO IS 

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HIM. 

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PORTION OF MAP SHOWK AT 50% ACTUAL SIZE 

SAMPLE ROYAL FAMILY UNITS: 



SAMPLE COM HAT UNITS: 




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SUCCESSORS is a 2- to 4-player strategy game of conquest and civil 

war in the Macedonian and Greek world. Players control a faction of 

two or more generals and try to win through conquest or by gaining 

legitimacy through the royal family. The game comes witii a large 32" 

x 22" game board, 64 event cards, 100+ die-cut combat pieces, and 

200+ die-cut political markers. 

4-page Quick-Start Scenario Included! T U free; 1-800-999-3222 • WWW.avalonhill.com 




Avalon Hill Game Company 

DIVISION OF MONARCH AVALON. INC. 

I 4517 Harford Road 
Baltimore, MD 21214 
© 1997 Avalon Hill Game Company 



■ 



j^ VOL.32, N0.1 ■ The GENERAL ^ 

Contents 



Features 



Arachnid Strategy 6 

Bug primer for STARSHIP TROOPERS * J.C. Connors 

SERIES REPLAY— STARSHIP TROOPERS 7 

Battle 6 • Christopher Lawrence, J.C. Connors and Stuart K. Tucker 

New Battles for STARSHIP TROOPERS 9 

Battles 14 and 15 • Christopher Lawrence and J.C. Connors 

No Guts, No Glory 1 1 

Sitrep for PRINCESS RYAN'S STAR MARINES • Michael Welker 

Fight Like a Man, Not an Ore 13 

Laptop reference for WarCraft II • Mark G. McLaughlin 

Going for the Throat 1 6 

Handicapping TITAN: THE ARENA • Michael Welker 

Alone in Outer Space 17 

Solitaire STELLAR CONQUEST • Charles E. Duke 

Grand DUNE 19 

The 9-player variant revisited • Alan Arvold 

Contracting the Expansion 21 

Varying the DUNE variants • Stuart K. Tucker 

It Doesn't Get Any Better Than This 24 

The AvalonCon'97 Report • Stuart K. Tucker 

Ten Tactics and Tips for Heroes of Might & Magic II 38 

Refining your skills in this classic • Rick Moscatello 

Raiders and Rivets 42 

Tips for The Great War at Sea • Charles Bahl 

Beach by Beach, Part 2 44 

Gold, Juno and Sword in BREAKOUT: NORMANDY* Alan Applebaum 

Zone of Control 49 

Boardgame Review Section • ed. by John W. Kisner and John A. Walker 

Firing from the Hip 58 

First impressions of Imperialism • Mark G. McLaughlin 

Alien Metamorphosis 6 1 

Variants for Aliens • Stuart K. Tucker 




Columns 



AH Philosophy #179 5 

Letters to the Editor 12 

At the Kiosk 22 

Contest #184 32 

AvalonCon '97 Team Tournament 33 

Question Box: MACHiAVELU ('95 ed.) 43 

Up Periscope 59 

Infiltrator's Report 60 

Coming Attractions 61 

Whispers 61 

Firefight 62 

Convention Calendar 62 






Game Play is Fun and Fast! 

Prepare yourself for quick and fierce battles of 
survival This is the exclusive board game based on 
this fail's blockbuster movie. As a Starship Trooper it's 
your duty to stop these giant alien bugs by destroying 
them one by one with your Morita assault rifle. You 
might even risk a brave assault on their lair by tactical 
nuke. As a bug, you're a deadly killer cutting down 
anything foolish enough to stand in your path. 
Easy-to-learn rules and the twenty battle scenarios 
present endless challenges for exciting game play. 

More Bugs . . . Will they ever 
stop attacking? 

You'll kill lots of bugs, but they keep bringing in more 
and more reserves! The gigantic alien insects have 
one relentless mission — survival! Each trooper and 
each bug has special abilities that determine the 
startling outcome of each game, 

Starship Troopers-The Movie Game has a flexible 
game system where you can create unique battlefields 
and terrain. Game equipment includes a full-color 
battle mapboard, terrain tiles, and 24 vinyl stand-up 
bug and trooper pieces. 

Caii to Battle! 

Starship Troopers is the latest game creation from 
Avalon Hill, the leading publisher of games of skill. 
Designed for 2 to 4 players, the game is suitable for 
ages 10 to adult. A typical game can be played in just 
under an hour. 

Starship Troopers is available at your local game store, or call 
Avalon Hill Game Company 

DIVISION OF MONARCH AVALON, INC. 

4517 Harford Road, Baltimore, MD 21214 
• 410-254-9200 • 1-800-999-3222 > www.avalonhill.com 



©1997TriStar 
Pictures, Inc. 
All Rights Reserved 







The 



Vol,32,No.l 'AVALON Hill 




The GENERAL is dedicated to Ihe presentation of authoritative 
articles on the strategy, tactics and variations of games of skill. 
Historical articles are included only insomuch as they provide use- 
ful background information on covered games. The GBNBRAL is 
published by The Avalon Hill Game Company solely for the cul- 
tural edification of the serious game aficionado. In the hopes of 
improving the game owner's proficiency of play and providing 
services not otherwise available Eo the game buff. The AvaEon Hill 
Game Company is a division of Monarch-Avalon Industries, Inc. 
The shares of Monarch- Avalon, Inc. are publicly traded on the 
NASDAQ System under the symbol MAH1. For information about 
the company, write Marshall Chadwell at Ihe executive offices 
(4517 Harford Road, Baltimore, md 21214). 

Publication is bi-monlhly with mailings made close to the begin- 
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editorial and gen oral mail should be sent to: 
Avalon Hill Game Company 
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EDITOR-IN-CHIEF; Stuart K. Tucker 
ZOC EDITOR: John Kisner 
LAYOUT: Georgia Wilson 

GRAPHICS: Jean Baer, Jason Behnke, J.C, Connors, Kurt Miller 
and Georgia Wilson 
AVALONCON PHOTOS: Kurt Miller 
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1^ 



TTHI AVM®M GaCDJ, 



pMEWpRf 

Part 179 

The Obsolescent Gamer 



Copyright 1938 



ISSN 0868-1061 



It was just ihe most thrilling convention yet. 

No matter what coverage is given to 
AvalonCon. the offices of The GEN- 
ERAL will receive complaints. If no 
coverage is provided, still there will he com- 
plaints. Given this lose-lose situation, what's 
an editor to do? How is it possible to please 
such a diverse magazine readership? Some of 
you never want to hear a word more about 
AvalonCon, others crave the deepest details, 
and still others find the format not balanced 
to the right level of coverage of their favorite 
events. In 1996, I provided a three -part sum- 
mary (including one on Juniors events) of as 
many events as were reported to me — which 
didn't fit into one issue of the magazine. I 
found it inadequate (in that details were min- 
ima]), yet overwhelming (in that AvalonCon 
has so many events that the whole summary 
is hard to digest). I pared it to what t thought 
was the absolute minimum, yet I still 
received reader complaints that it took up too 
much space (which should have been devoted 
to game strategy articles). 

Determined to continue to propound about 
the hobby's best gaming convention, I 
returned to my office in August, and sent out 
the usual letters reminding game masters to 
send me summary material. As time-consum- 
ing as the effort was in 1996, it looked like 
1997 would be worse — fewer submissions, 
slower responses to requests, very uneven 
material. I concluded one thing from the situ- 
ation — C-Ms are just as interested in playing 
the games as the rest of you. The competi- 
tion, comradery and plaque count the most. A 
summary blurb is a lower priority. Perhaps 
after many years of volunteerism, GMs are 
coming to believe thai this great convention 
has to be experienced to be believed, and that 
preaching to the converted serves little pur- 
pose, while the skeptics won't read anyway. 
As much as I'd like to believe that many a 
participant cares to hear what happened in the 
final rounds after he or she was eliminated, 
docs that justify printing these summaries for 
others to read? 

With volume 31, number 6 stuffed with 
material to the point of having no series 
replay, and with many GMs delinquent with 
their responses, I opted in September to pub- 
lish only the list of champions and photos. 
Now, as the weather turns cold and thoughts 



of conventions are replaced with holiday 
preparations, I realize that my task is no 
easier. Therefore, instead of sinking into the 
dead- of- the- winter blues, let us redefine the 
task. I' 11 personalize the report. This will jilt 
a few gamers who were off playing in a 
different dimension than I (seemingly in the 
same time and space, but not exactly), but 
this report will have a few more juicy details 
about individual events — details which may 
tell you something about the experiences 
people have at the convention. Rather than 
distill the whole convention into an inedible 
mass, I provide in the article on page 24 a 
smorgasboard of my activities, with the 
ca\e;u that much more happened than met 
my eyes. I offer it for the curious — for the 
tentative ones who still haven't taken the 
plunge — and for those who like to remember 
and relive a few of the convention's 
moments. 

A great many of you will skip the Avalon- 
Con report. After all. the gaming industry of 
today is more into gigabytes, sound cards and 
RAM management than the thrill of human 
competition (computer game sales in millions 
versus boardgame sales in thousands). Many 
readers are happy to play their games in the 
midnight glow of their monitor, rather than 
search to fit human players and playing time 
into their busy lives. Call me an obsolescent 
gamer, but I fully understand the tyranny of 
hardware capitalism. While my brain remains 
sound — and some might say improved from 
1992— my home computer is considered 
defunct (has been for some time, from the 
point of view of playing games). Computer 
gaming has dwindled to less than five per cent 
of my hobby time (and dependent upon bor- 
rowing equipment). The thrill of die unpre- 
dictable, but adaptable, human opponent still 
holds the greatest allure for me. 

I consistently buy on the technological 
cutting edge and then hold as long as the 
equipment remains viable before buying 
again. As a certified penny pincher, I don't 
let the industry tell me that I should upgrade 
constantly (spending $ 1 000/year to be able to 
play the latest and greatest game). From a 
work point of view, my 1992 PC still 
manages (and is finally depreciated by IRS 
standards). Sure, I could have benefitted from 

->-->—>-->-->- (Continued on p. 58) 




nid Strategy 

By J.C. Connors 




The Arachnids of STARSH1P TROOPERS 
are always working at a disadvantage. 
Bugs are completely ineffective at long 
range, and even when the bugs are mono a memo 
with a trooper, the MI will usually manage to kill 
it before the bug has a chance to attack. Many 
Arachnid players will find themselves charging 
headlong at the troopers hoping a few bugs break 
through to get a kill or two. This is a desperate 
strategy that rarely works. Even if a bug does 
manage to get an unlucky trooper, the tremen- 
dous loss of bugs will cripple the Arachnids for 
the rest of the scenario. 

All-out "bug charges" have their place in 
STARSHIP TROOPERS, but the bugs must time 
them perfectly. Timing and positioning are the 
keys to bug strategy. Oftentimes, a game of 
STARSHIP TROOPERS will be over in less than 
five turns. Even though the bugs get constant rein- 
forcements, the short nature of scenarios often 
make these reinforcements ineffectual. Arachnid 
players can never afford to waste ttieir hordes on 
anything less than a well-limed, full-scale, com- 
bined attack of Warriors, Hoppers and Tankers. 

THE FIVE- YARD STAND 

Bugs should never recklessly charge the MI. 
In good movie fashion, the hugs should take a 
cinematic pause before their attack, scream a 
fierce battle cry. and then charge headlong into 
the humans. 

In game terms, this means stopping five hexes 
away from the troopers. If a trooper is not within 
your Warriors" movement range, stop five hexes 
away. Trooper fire is very inaccurate at this range, 
and your bugs will probably be able to strike the 
troopers on their next movement. You can usually 
hover with most of your bugs at this range until 
they are all in position to attack. When they are all 
in range, attack mercilessly from all sides. Every 
trooper should have a bug on him. 

Never, ever, position a bug two hexes from a 
trooper who can see him. The MI will waste your 
bug at that range. Tankers are the only exception 
to this rule, because their fiery spray can hit 
troopers from this range. 

CLIFFHANGING 

If the troopers are on the high ground and 
your bug holes are on low ground, move your 
bugs in the valley and hug the edges of the cliffs. 
Whether preparing for an attack, or simply dri- 
ving to another position, stay close to those 
cliffs. Warriors can usually catch up with the 
troopers from these cliffsides, even considering 
the movement penalty. Hoppers have no prob- 
lems at all operating from below the cliffsides 
(often jumping behind the troopers, possibly into 
a low-ground valley adjacent to a trooper). 

This strategy must be altered when the troop- 
ers are on the low ground and the Arachnids are 
on the high ground. Hexes adjacent to the edge 
will draw fire. Stay away from an edge hex to 



keep your bugs out of attack range. In situations 
like this, ignore the terrain and stick to the "five- 
yard stand" tactic. 

HOPPER TACTICS 

With high speed and an excellent defense. 
Hoppers are the deadliest weapon in the bugs' 
arsenal. Their seven-hex movement ability 
makes it tempting to attack with them alone, 
launching them before the arrival of slower 
Warriors and Tankers to attack a trooper. Gen- 
erally, this isn't a smart tactic (unless you can 
receive no other reinforcement and the bug holes 
are conveniently placed). Without the Warriors 
to absorb MI firepower, the great defense value 
of a Hopper won't save it. Instead, wait for the 
Warriors to gel into position. Then use your 
Hoppers to attack with them. 

When choosing the Hopper's target, pick 
either the deadliest MI (usually Nuke or Sugar) 
or the weakest (Carmen and Zander — "fleet and 
MI don't mix"). Always try to use your two 
Hoppers together to threaten a single opponent. 
The advantage of picking a target like Nuke is 
that the Hoppers are more likely to withstand a 
trooper counterattack, because Nuke can't fire at 
close range. When the troopers see their vital 
unit endangered, they'll open fire on the Hop- 
pers, With some luck, one of your Hoppers will 
survive the burst to kill Nuke. Even if both Hop- 
pers are killed, the troopers will have wasted 
enough firepower to allow some of your War- 
riors to survive and pick them off. 

Picking a weak target is also a smart tactic. 
Trooper players are more likely to ignore die 
weaker MI and concentrate firepower on the 
Warriors endangering their better units. This 
almost guarantees the Hoppers a quick kill. It 
doesn't lake many losses to cripple the troopers. 
Plus, this leaves your Hoppers around for a sec- 
ond assault. 

TANKER TACTICS 

Troopers fear the plodding Tankers. With a 
tough armored shell, Tankers can usually walk 
right up to the line of troopers without much fear. 
Though a Tanker has a high defense value, never 
allow more than three troopers to get a shot at 
one. Even if it means sacrificing a Warrior or two 
in a suicidal rash to draw trooper fire, don't let 
your Tanker make loo many saving rolls. 

Try not to give the Ml a chance to knock 
one out from a distance. Like all of the other 
bugs. Tankers should stay five hexes from the 
troopers. Because of their slow movement, 
Tankers usually can't get immediately into 
striking range from this distance. Launch a 
massive assault with your Warriors and Hop- 
pers, while your Tankers follow in the rear. The 
main assault will give the Tanker the time to 
close with the Ml. Furthermore, the Tanker 
should be able lo hit a trooper with his fiery 
spit from a two-hex range. 





HEAD HOPPERS VARIANT 

In the movie "Starship Troopers." the Hop- 
pers had the unnerving ability to swoop down 
and use dieir razor-sharp legs to decapitate a 
trooper. This deadly tactic is difficult to emulate 
in the game because Hoppers (like all bugs) 
must stop before they attack. 

Try this variant. Hoppers may try to decapitate 
a trooper on the move. In order to do this, the Hop- 
per may not have moved during die bug move- 
ment phase. During the bug attack phase, the Hop- 
per moves over the hex of the trooper and contin- 
ues to move, landing on an unoccupied space. The 
Hopper attacks the trooper (as if at a range of one 
hex) as it flies by, costing an extra movement 
point to conduct the attack. If the attack hits and 
the trooper fails its defense roll, the trooper's head 
falls to the ground severed from his body. Any 
trooper thai did not fire in the trooper attack phase 
may fire a single round at such a Hopper at any 
one point along its flight path. Any trooper which 
did not fire and is also the target of a Hopper's 
flying attack can fire two rounds, but in so doing 
does not get a defense die roll when the Hopper 
attacks. Any trooper covering his buddies against 
flying attacks shouldn't be thinking of ducking, 
anyway! 






Firepower Effectiveness 








(percentage chance of killing target) 






Attack 




Defense Value: 




Value 


5_ 


4 


3 


2 


I 


5 @ I roil 


14% 


28% 


42% 


56% 


69% 


(grenade) 












4 @ 1 roll 


11 


22 


33 


44 


56 


2 rolls 


21 


40 


56 


69 


80 


3 rolls 


30 


53 


70 


83 


91 


4 rolls 


38 


63 


80 


90 


96 


3 ® 1 roll 


8 


17 


25 


33 


42 


2 rolls 


16 


31 


44 


56 


66 


3 rolls 


23 


42 


58 


70 


80 


4 rolls 


29 


52 


68 


so 


88 


2 @ 1 roll 


6 


11 


17 


22 


28 


2 rolls 


11 


21 


31 


40 


48 


3 rolls 


16 


30 


42 


53 


62 


4 rolls 


20 


38 


52 


63 


73 


1 @ 1 roll 


3 


6 


S 


11 


14 


2 rolls 


5 


II 


16 


21 


26 


3 rolls 


S 


16 


23 


30 


36 


4 rolls 


11 


20 


29 


38 


45 












Jam Probabilities 










Nuke 




2.8% 






Other Weapons 












@ 1-2 rounds 


— 








@ 3 rounds 




2.8 








@ 4 rounds 




4.2 








Grenade 




16.7 









SERIES REPLAY 




STARSH1P TROOPERS 

Battle 6 

Troopers: Christopher Lawrence 

Arachnids: J.C. Connors 

Neutral Commentary: Stuart K. Tucker 




rhis series replay covers Battle 6 from the 
new STARSHIP TROOPERS game 
based on the movie. The action of this 
battle isn 't seen in the movie, but is typical of the 
action on Planet P. Plasma bolts have knocked 
down a drop ship carrying very important psy- 
chics (VIPs). A retrieval boat is sent to the scene 
(the Green Squad), but dares not lift off in the 
proximity of plasma bugs. A nearby squad of the 
Mobile Infantry (the Black Squad) is sent on foot 
to the rescue, with the role of nuking the plasma 
bugs and Iwlping save the wounded from bugs 
popping out of the ground. The goal of the 
Arachnid player is to kill the VIPs or destroy the 
retrieval boat and functioning drop ship. 

Tile rules of the game are introduced in 
stages, allowing play of battles without mastery 
of every rule. For this replay, Chris and J.C. opt 
to use all game rules (most Importantly includ- 
ing jams and split fire). 

PRE-GAME COMMENTARY 

TROOPERS 

I hate this scenario. I hate plasma bugs. The 
only good thing about this mission is the lack of 
tanker bugs. Although the black sub-colony is 
closer than I could have hoped, I'm glad to see 
that J.C. hasn't set his plasma bugs on the 
nearby high ground. The longer he delays mov- 
ing them forward, the longer I have to prune 
down his forces. I plan to keep Green Squad sta- 
tionary, guarding the wounded VIPs, while rush- 
ing Black Squad toward them as quickly as pos- 
sible. Time to move out. On the bounce! 

BUGS 

My plasma bugs are my greatest strength and 
greatest vulnerability. With an amazing long- 
range attack, the plasma bugs are capable of 
causing immediate casualties to Chris' troopers. 
They are also far more reliable than the hordes 
of warriors and hoppers who are usually des- 
tined to die just a few feet from a trooper. The 
plasma bugs are the key to this scenario. 

Looking at Chris' setup, I opt to keep my bug 
holes close to the high ground. My warrior bugs 
will probably be mowed down fairly quickly 
given all the trooper firepower that Chris has at 
his disposal (including an ungodly Drop ship can- 
non). My dead warriors (as reinforcements) need 
to be able to jump right back into the fray. Bug 
holes positioned farther away would cause them 
to be a full turn from the high ground. 

With my bugs in place, I see two radically dif- 
ferent strategies. Knowing that plasma bugs are 
the key, I can use them either offensively or 
defensively. The offensive plan would see mem 



leap onto the high ground and barrage the troop- 
er's from medium to long range — good odds in 
my favor. However, since the troopers always fire 
first, there's a good chance of Nuke being able to 
wipe out one of my plasma bugs before it could 
cause a casualty. That's not a chance I warn to 
take, so I decide on a more conservative plan. 

Bug victory is all about timing. Charging a 
few of my Arachnids at the troopers will 
undoubtedly fail. Charging all of the bugs at the 
troopers will cause a quick bug victory. I realize 
that my plasma bugs are no exception to this 
rule. Rather than leaping into attack positions by 
themselves, I decide to inch them along the sides 
of the canyon to get them into short range from 
the wounded psychics. Once there, a full assault 
of warriors, hoppers and plasma bugs will over- 
whelm the Mobile Infantry (Ml). The fact that 
there are no tanker bugs to lead the assault is 
much lamented! 

NEUTRAL COMMENTATOR 

Despite Chris' desire to choose the battle 
based upon which scenario his MI could win, we 
decided to tackle Battle 6: The Crash Site. This 
battle puts half of the troopers in the role of res- 
cuing the other half, all under the fire of plasma 
bugs. It's a nasty but exciting situation, but by 
no means pro-bug. The MI gets the firepower 
and defensive cover of the retrieval boat and 
drop ship. Furthermore, the plasma bug arriving 
in the R sector may find few targets without 
climbing the main plateau, putting it danger- 
ously close to the ships' guns. The biggest 
advantage is that they can post the green plasma 
bug on the distant plateau near Rl and lob a 
series of scattered shots in the direction of W I . 
This necessitates that the MI disperse his setup 
to avoid giving the missed plasma shots a high 
probability of hitting adjacent targets. It is 
tempting to ring the MI together near Wl, using 
the destroyed drop ship and the retrieval boat as 
movement barriers to protect a flank. This must 
be carefully weighed against the risks of con- 
centration in the face of plasma fire. 

The second key for the MI is getting Nuke 
into a firing position that will quickly protect the 
forces being rescued. While MI can trade blasts 
with plasma bugs, never miss an opportunity to 
drop the nuke shot on a cluster of warriors. 

Given the large MI firepower arrayed against 
the bugs, J.C. will have to orchestrate his waves 
of warriors to maximum effect. After the initial 
onslaught, the bugs will be primarily relying 
upon plasma shots. I advocate rushing Nuke as 
he moves towards the rescue area. A warrior 
rush of the retrieval zone can be blown away if 
done too soon, while the Ml still have signifi- 



cant firepower. It is best to soften the MI up with 
plasma shots, while moving under cover of the 
ravines to positions that will threaten Nuke's 
group. As long as Nuke is operational, the bugs 
will be in big trouble in this battle. 

SETUP COMMENTARY 

Chris chooses to set up his Wl forces behind 
the smoke of the downed drop ship. He wisely 
splits the two wounded bodies apart, but con- 
centrates the rest of the force. I'd recommend 
that Chris split up these Green Squad troops in 
the first movement phase, just in case the plasma 
bugs take to the high ground. 

J.C. has spread his forces around the setup 
locations in an appropriately ambiguous manner, 
disguising his true intentions. Each plasma bug 
can move several directions toward high ground. 

TURN 1 

Black Squad troopers move west, hugging 
the crater rim. Green bugs move south toward 
the plateau. Black bugs split into two forces. 
One, consisting of the hopper and two war- 
riors, moves onto the plateau at a range of five 
from the troopers. The others move west under 
cover of the cliffs. 

The exposed black bugs come under fire. One 
trooper at a time designates targets) and fires 
rounds (rolling a six-sided die for each attack 
round), followed by the target rolling a saving die 
for each hit. Attack phase notation will be in this 
form: Rff(ff) (range number, attack value in 
parentheses)^ #,# (die roll values and effects), 
s=#,# (defender's saving die rolls and effects). 

Dizzy vs. near warrior R6(l)- 6,4 (miss). 
Shujumi same warrior R5( I )= 5,5 (miss). 
Sugar vs. hopper R8(l)= 1,2,5 hit), s=3 

(save), 
Johnny vs. hopper R5(J)= 3,3 (miss). 
Drop ship splitting fire, vs. hopper R6(3)= 5,5 

(miss); vs. near warrior) R6(3)= 4 

(miss). 

TROOPER TURN 1 

As planned, 1 rush Black Squad toward the 
retrieval boat without fear of bug attack, while 
Green Squad holds in place. I would normally 
move both squads together, but this battle 
requires me to guard the immobilized psycliics 
(curse you, Doogie Howser). As it is, I hope 
brain bug J.C. will order an attack with the green 
warriors, trapping them between my two squads. 

I can't remember a more ineffective turn of 
trooper fire. Did we leave the ammo on board 
the drop ships? If my poor luck continues, this 
should be a brief game. 



8 



BUG TURN 1 

The drop ship is far too dangerous a target. 
Its cannons can hlow apart bugs reliably within 
medium range, and I don't want to risk my 
plasma bugs that close to Nuke. It is a far better 
strategy to destroy the retrieval boat, which 



would leave Chris wondering whether my next 
target would be the wounded psychics or the 
drop ship. 

I'm very tempted to pop up my black plasma 
bug on to the high ground to get a quick shot at 
Nuke. However, 1 don't want to endanger my 




plasma bug thai fast. Nttke would have about a 
50 per cent chance of hitting me, and then, if I 
survived. I'd have the same to hit him. Not great 
odds. I choose the high ground hex adjacent to 
W6 for my black plasma bug. It may take a while 
to get there, but if I can coordinate my combined 
attack, the green troopers 
■^■■■^^^H don't 

Good thing Chris' aim is 
lousy. With a little bit of luck, 
a hopper next turn will take 
out Nuke and end this battle 
real fast. If not, my hoppers 
will be back next turn to leap 
right back into position for 
another attack. 



NEUTRAL 

Chris kept a tight forma- 
tion with his rescue forces and 
moved toward the wounded in 
the retrieval zone, being sure 
to keep Nuke away from any 
slopes where he could find 
himself under attack with no 
help from his backside. 

J.C. missed a golden oppor- 
tunity to rain plasma down on 
the compact retrieval zone. 
The retrieval boat doesn't 
| block line of sight (LOS) and 
the scatter of a missed shot is 
very likely to hit something 
valuable — like a wounded 
body. His move of the green 
plasma bug south is a big mis- 
take. It'll take way too long to 
reach high ground; in the 
meantime, he'll miss many an 
opportunity. On the other 
hand, the MI must take out the 
plasma bugs to win, so perhaps 
J.C. is playing for the long 
term, hoping to have the 
plasma bugs in a position to 
support each other. His move- 
ment of black bugs indicates 
that he'd like to get the black 
plasma bug into accurate range 
of the retrieval /.one. This too 
may be a mistake. The concen- 
tration of Ml in the retrieval 
zone could be hammered even 
from the B3 plateau. 

l.C ''sticks out a hip" by 
placing two warriors and the 
hopper on the plateau. These 
are at a distant range and will 
probably survive MI fire. It 
looks like J.C. is preparing to 
rush Nuke's group. 

As it turns out, the MI 
can't find the range. The 
attacks against the hopper 
were at low kill probabilities 
(23, 16 and 44 per cent, see 
the firepower effectiveness 
table on page 6), as were those 
against the lead warrior (21, 
21 and 33 per cent). Although 
Chris has some reason to 
complain, at least he doesn't 
lose anybody as a result of 
these misfires. 






TURN 2 

Again, Green Squad holds, while Black 
Squad moves toward it. Nuke moves to the 
plateau's edge where he can target the green 
bug hole. 

The hoppers jump next to Nuke, while two 
black warrior.'; attack the other end of Black 
Squad. One green warrior takes advantage of 
the smoke to edge closer to the wounded, with 
only Carmen having a sight line for a shot. The 
rest of the green and black warriors snuggle into 
ravines close to the retrieval zone. 

Drop ship splits fire, vs. near hopper R3{4)= 6 
(miss); vs. far hopper R4(4}= 4,4 (two hits), 
s= 5,5 (kill). 

Ace vs. far black warrior R5(l)= 4,5 (miss). 



Shujunii vs. same R!(4)= 2,4 (two hits), s= 2,4 

(kill). 
Dizzy vs. black hopper R2(4)= 4,4 (two hits), s= 

2,2 (save). 
Zander vs. same R2{3}= 1.3,3 (three hits), s= 

3,3,5 (kill). 
Zim vs. near black warrior R6(l)= 1,1.3 (two 

hits), s= 4,4 (kill). 
Carmen vs. green warrior R3( 1 )= 4,4,4.6 (miss. 

jam). 
Nuke vs. green bug hole R7= 11 (plugs hole). 

Blast effect: Warrior s=2 (save). 

TROOPER TURN 2 

Green Squad continues to hold its ground and 
Black Squad is moving forward at top speed. Sta- 
tionary troopers gain an extra die in combat. 
Thus. I prefer to advance by squads, leaving suf- 



ficient forces with "overwafeh" duty. Separated 
as the troopers are, however, doesn't leave me 
with much choice but to push ahead with Black 
Squad, so all but Johnny move. 1 position Nuke 
where he can take a shot at the green bug hole. 
Plugging that will significantly improve my odds 
(by stopping green bug reinforcements). 

Success! The bug attack on Black Squad is 
easily repulsed, and Nuke manages to blast that 
bug hole. Killing the two hoppers raises my 
morale considerably, particularly since the green 
hopper is out for good. I think J.C. may have 
erred here by not waiting to hit me in force. He 
will attack Green Squad next turn with seven 
warriors, but as they still won't have the support 
of the plasma bugs or the losses from this turn, I 
think I can hold them off. 



IVew Battles for STARSHIP TROOPERS 

By J.C, Connors and Christopher Lawrence 



The first question you may ask about the battles below is "where is Battle 13?" We've posted that one exclusively to our Web 
site: www.avalon.com. We plan on putting additional battles on the Web site and in The GENERAL. Send us your ideas. 



le 14: Massacre 



rt Joe Smith 



IMiIPWILDEM 



BACKGROUND: Hoping to live in peace with the Bugs, and ignoring Federal warnings, Mormon settlers 
established Port Joe Smith in the Arachnid Quarantine Zone. The presence of the humans on a planet 
colonized by the Arachnids led to an Arachnid raid on the settlement. 

Black Squad: Rasczak and four unarmed colonists (Defense Value 1) on or 
adjacent to a Building or Listening Post. 

Green Squad: Sugar and four unarmed colonists on or adjacent to a Building 
or Listening Post. 

Black Colony: 1 Hopper, 2 Warriors, 1 Bug Hole on or adjacent to R3. 
Green Colony: 1 Hopper, 2 Warriors, 1 Bug Hole on or adjacent to B4. 

VICTORY CONDITIONS: Each turn starting with turn 5, the Trooper player 
rolls a die. On a 4-6, a Retrieval Boat lands to rescue the remaining 
colonists. The Bugs win by killing all the colonists before the boat arrives. 



1 



MHIIH 



t 



Before the Bugs set up, the Troopers 
should place the following cutouts: 

• three 3-hex buildings next to B6, 
W4 cmdR2, 

• three I -hex listening posts next to 
B5, BJ and W6. 

In this scenario, these hexes provide 
+2 to defense and block sight lines. 
Bugs may not enter. 




BACKGROUND: The assault on Planet P is in full swing. In order to track the underground movement of 
the Bugs, the Mobile Infantry is establisliing listening posts across P. Can the Troopers prevent a Bug 
surprise attack? 

Black Squad: Nuke (6 rounds), Johnny, Dizzy, Shujumi on or adjacent to W6. 

Green Squad: Rasczak, Zim, Sugar, Ace on or adjacent to W3. 

Black Colony: 1 Hopper, 1 Tanker, 4 Warriors, 2 Bug Holes. 
Green Colony: 1 Hopper, 1 Tanker, 4 Warriors, 2 Bug Holes. 

VICTORY CONDITIONS: The Troopers must establish and main- 
tain two-man listening posts at R4, 114 and B4, and must close 
existing bug holes. A hstening post is considered to be in oper- 
ation if a Trooper is on the post's hex and another Trooper is in 
an adjacent hex. Any other result is a Bug victory. 



map rduchu 



MAP WHOM 



Before the Troopers set up, the Bugs should place 
the following cutouts: 

• 3-hex boulder field, one hex on Wl. 

• 7 -hex lava field next to B3 andB5. 

• 4-hex boulder field, one hex on H5. 
During the Bug Reinforcement phase, the Bug 
player rolls a die for each quadrant having no lis- 
tening post (except W). On a 1 or 2, a hole is 
placed on a random drop zone in that quadrant. 



TO 



BUG TURN 2 

Needing to distract the Black Squad, I send 
four bugs to their deaths. Chris needs to feel 
threatened. Plus, if I cart take out a trooper or 
two, it could make a big difference later. 

My plasma bugs continue to get into posi- 
tion. It's too late to change their strategy, which 
is unfortunate because now Chris knows that 
they won't be in firing positions for a few turns. 
I can see that my warriors crawling along the 
cliffsides are making him nervous, In a turn I'll 
have the Green Squad troopers almost com- 
pletely surrounded. 

Whatever [ thought about the drop ship can- 
nons before is doubly reinforced. I need to stay 
far away from those tilings! One bug hole is 
gone. Fortunately, a hopper is the only perma- 
nent casualty at this point. While that hurts my 
bug's mobility and chances to catch Nuke olT- 
guard, my warriors are in a perfect tactical posi- 
lion to eliminate Green Squad. 



NEUTRAL COMMENTARY 

Chris gets conservative widi movement, 
letting Johnny stand to gain an extra attack 
roll (but his other firepower deflects the 
attack without Johnny's ammo). Nuke 
moved one hex to view the green bug hole 
from a range of seven (showing the folly of 
placing that bug hole anywhere but to the 
extreme SW). 

J.C. decided to rush at Nuke with both 
hoppers while two warriors hit the rescue 
party from the south. This may be premature, 
but with Nuke sighting the green bug hole, 
he didn't have much choice. I fault his place- 
ment of the hoppers, however. They could 
have attacked Nuke from below (using tine 
cliffs for cover). Only Dizzy would have had 
a shot (and with a LOS to only one of them). 
Chris did not adequately flank Nuke, but he 
got away with it this time. 

Meanwhile, J.C. used the cover of smoke 
from the Wl drop ship to move closer to the 
wounded. Only Carmen had a LOS on the 
warrior, but I question this. He should have 
awaited the arrival of die black warriors for 
a simultaneous rush. This warrior, if he sur- 
vived, would not get a melee attack until 
next turn anyway. On the odier hand, Car- 
men jammed her carbine, lifting J.C.'s spir- 
its. Of course, the four-dice roll was used to 
up the odds in what is a fairly tough shot for 
the carbine at range 3 (38 per cent chance to 
kill even with four attack rolls). 

Chris killed the hoppers, saving Nuke 
from death. Good thing, too — otherwise this 
battle would be over. He split fire from his 
most effective weapon, the H4 drop ship, 
managing to kill the green hopper. One of 
Zander's three hits finally killed the other 
hopper. Zim and Zander both nearly 
jammed their guns, too. 

Nuke, with a breath of relief, let loose a 
shot on the green hole and plugged it. The 
nearby warrior saved himself from blast 
effects. Apparently J.C was holding back 
that warrior to keep a trooper from standing 
on the bug hole to plug it. However, he could 
have guarded against this and been in a safer 
place at the same time. He lucked out here. 
J.C. was left with no melee attacks and a 
plugged hole. Things are not looking great. 
It is hard to fault him for rushing Nuke; his 



bug hole was threatened. However, had he not 
rushed, he would still have the hopper for his big 
wave attack next turn. The lack of a plasma bug 
on high ground really hurt. The MI was in a tight 
formation which made this kind of mutual lire 
support deadly. J.C. had to soften up the MI or 
at least scatter them a bit before trying to rush 
them. He is playing into Chris' strongest posi- 
tion — where both squads and the drop ship cre- 
ate a deadly ground for the bugs. 

TURN 3 

Carmen's weapon repair roll (6) fails. Black 
Squad moves forward, with Shujumi holding in 
the overwatch role this time. The hugs launch 
their wave assault against the western side of the 
retrieval area, while the plasma hugs inch for- 
ward closer to their high-ground destinations. 

Shujumi vs. nearest black warrior R6(Jj= 2,4,6 
(miss). 



Zander vs. same R4(l)- 1,1,5 (two hits), s=4,5 

(kill). 
Johnny vs. northern green warrior R6(l)= 1,5 

(hit), s= 1 (save). 
Ace splitting fire. vs. western black warrior 

R3{2)= 1 (hit), s= 5 (kill); vs. southern 

black warrior R3(2j= 1,1 (two hits, jam), s- 

1,1 (save). 
Rasczak vs. southern green warrior R2(l)= 

3,5,5,6 (miss). "Shoot off a leg and a warrior 

is still 87 per cent effective!" 
Zim splitting fire, vs. same Rl(4)= 2,3 (two hits) 

s= 4.5 (kill); vs. other adjacent warrior 

R}(4)= 4 (hit), s=6 (kill). 
Sugar vs. southern black warrior R2(4)= 1,4,5 

(two hits), s-6,6 (kill). 
Dizzy vs. northern green warrior R5(l)= 2,5 



(miss). 



(continued pg. 30) 




11 




Wo Guts, No Glory 

By Michael Welker -Jsf 



TABLE 1 



Ten hut! Now listen up. you people! 
Any Star Marine worth his weight in 
body armor would eat a bug to be in 
your haby shoes. We've got big trouble and 
we're the only people in the parsec with 
enough firepower to handle the situation. 
Her royal highness, your beloved Princess 
Ryan, has been abducted. We have orders to 
rescue her within 1 5 Terran days, otherwise 
the navy will make this sector of space 
uninhabitable for eternity. Do you under- 
stand me! I can't hear you! GOOD! 

We have intelligence reports on the 
forces protecting their bounty, as well as 
this really nice looking map of the most 
likely routes to her holding place. The 
Princess is in the heart of Yamaguchi's 
Citadel. We will insert a team at Drop Zone 
Alpha, battle our way to the Citadel, and 
rescue Princess Ryan. We shall collect 
intelligence along die way as to the exact 
location of the Princess. Our superiors have 
ordered our immediate insertion. We must 
rely upon the weapons here aboard the 
Schenectady, but the generous use of field 
promotions has been authorized. The 
marine who rescues the Princess will get 30 
days R'n'R, a 100,000 credit combat bonus, 
and a juicy promotion. 

Lei me draw your attention to the 
details of the mission. We have 24 trained 
Marines, but only a smaller force will be 
inserted on the planet surface, with the 
remainder in reserve on the Schenectady. 
The ranking Marine on the surface will 
call the shots. Each of you should exer- 
cise your abilities with caution, because 



we will have only limited opportunities to 
regroup and refit. If you get caught with- 
out weapons, suffer insurmountable casu- 
alties, or cannot advance without undue 
risk, the ranking Marine on the surface 
needs to order a regroup. This will cost us 
time but enable us to insert a fresh unit. 

Realize thai half of the Marines have 
values of 2, while a third have values of 3 
or 4. Two Marines arc outstanding with val- 
ues of 5 or 6. Our highly-trained officers 
round out our complement — let's keep 
them away from the firefights, so that they 
can use their brains and coordinate commu- 
nication and fire support (Dispatches). As 
you can see from Table I , not every Marine 
is qualified to use all the resources avail- 
able to us (more on that later). 

Flexibility in command and control 
will be a critical asset for our eventual 
success. Successful skirmishes will be 
amply rewarded. Table 2 shows the pro- 
motion points (PPs) we expect to allocate, 
if resistance is as expected. More PPs are 
available when more Marines are fielded. 
You'll gain these depending on the results 
of each skirmish. 

You should expect varying degrees of 
enemy opposition, a variety of skirmish 
environs and some nasty enemy traps. The 
Republic's Black Guard is protecting the 
Princess, but our drop zone is far enough 
away from the Citadel to allow us an oppor- 
tunity to look for the easy paths to our goal. 

We can be sure that the enemy will do 
everything in its power to prevent the 
rescue. Our intelligence personnel have 



mil Mount ..- 
maauchi 

IllCt 3 f*Qfl] iHHIhMJMIIll, iJ L'|ll 
affflM nhimilfcllC*- II utjil iMIi. 
ml ;rtl site* on leniakurrn Hit 
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ft >i:r iM'tid lull |l.i=i„ .1 Mtivi; . 
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for vehicles. 



going 






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A 




Dispatch 


Number Proportion 


Type 


of Cards of Cards 


Guard Only 


6 10.0% 


Marine Only* 


32 53-3 


Guard or Marine 22 36.7 


Total 


60 100.0 


* including two 


shuttle Dispatch cards 


Marine Number of Usable Proportion 


Rank Non 


-Shuttle Dispatches Usable 


1 


4 7.7% 


2 


6 11.5 


3 


8 15.4 


4 


10 19.2 


5 


12 23.1 


6 


14 26.9 


7 


16 30.8 


8 


18 34.6 


9 


20 38.5 


10 


22 42.3 


11 


24 46.2 


12 


26 50.0 


13 


28 53.8 


14 


30 57.7 


15 


32 61.5 


16 


34 65.4 


17 


36 69.2 


13 


38 73.1 


19 


40 76.9 


20 


42 80.8 


21 


45 S6.5 


22 


47 90.4 


23 


49 94.2 


24 


52 100.0 



TABLE 2 



Promotion Points Per Guard facte 


4 


No. of 
Players 


, 


2 


3 


6 22.9% 










20.0% 


14.3% 


28.6% 


14.3% 


5 25.8 


22.6 


16.1 


32.3 


3.2 


4 30.8 
3 40.0 


26.9 


19.2 


19.2 
0.0 


3.8 
5.0 


35.0 


20.0 


2 40.9 


31.8 


22.7 


0.0 


4.5 


1 38.1 


33.3 


23.8 


0.0 


4.8 



(continued pg. 37) 



Four Flags 
Over fiutirdliifirt j 

Even ttii> Guard shaws 
restraint In a park full 





Pens 

It victorious, tiend till 
motives in Hrifdlnrj 
Tanks to 51th Bay. You must 
win two consecutive 
Hikirniish^s to advance, , 




Haifa f Suite 



if hplilrr* HhJfmKMdLt. 

11 «-i wiHipi.n i tu£t£ drawn I 
nui ulDyable? uiis around. 
All subsequent roLnds 
ana entitled to 
Euewrf Reinforcement,. 



Danger lurks along the main path to the Royal Suite, 
but the detours are oooe too easy themselves. 







Da or Bib! 



HotfUfr-M kr&t tHan ttwv.fi JT| I Np 

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- n F !i.iin or iirmv mo ne^fkan?) rui 

Morfni- iilaijer. " 

i in' ftpum^i 

□t-jvl ijiw* V iitltohL' ii."Iuh !■* < [.hi; 

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Kudos for ZOC, etc. 

Kisner's joining of forces with The 
GENERAL is an added plus for readers. 1 
am quite pleased to see intelligent reviews 
of games published by Clash of Arms, 
Decision Games and The Gamers. I most 
definitely think there is a place for reviews 
and tips for strategy-based computer 
games. Moscatello's treatise on Master OF 
Orion II was certainly appreciated. While I 
would not want to see The GENERAL turn 
into Computer Gaming World, I must say I 
am extremely happy with the recent broad- 
ening of horizons the magazine has taken. 
— Ed Caylor, Hampton. NH 

The articles on the other games are 
interesting and give a broader perspective 
on the whole industry. Your new strategy 
makes good business sense and hopefully 
will help to keep our hobby alive. I look 
forward to receiving my issues and I read 
them from cover to cover — even the articles 
on games that are not of interest to me, just 
because they are written well. 

— Charles Ellsworth 

1 thought this issue (volume 31, number 
5) looked good and had a nice balance. My 
favorite has to be the return of ZOC, as it is 
always fun to read about games that you 
don't get to see in the local shop (if you 
have one). 

The letter from Alzenshi shows that if 
you play ASL for too long, you forget there 
are other games. 1 liked the letter on the first 
lime AvalonCon experience. This was me 
five years ago and I'll come back every 
chance I get. The gaming experience at 
AvalonCon is the best diere is. Everyone 
who is a gamer should come and see what it 
is really all about. 

— John W. Clere, Kentucky 

I was in constant debate with myself as 
to whether some of the changes in the mag- 
azine were for the better, if this magazine is 
to survive into the next century as a fore- 
most publication of the wargaming hobby. 
Clearly, though, the trend is toward com- 
puter gaming, and 1 agree that the magazine 
must appeal also to the next generation of 
the wargaming public. Can it appeal to both 
the board wargamers as well as the com- 
puter game players without succumbing to 
the "robbing Peter to pay Paul'" syndrome? 
The GENERAL is first and foremost a mag- 
azine for board wargamers. There are a 
plethora of computer game magazines in 
the market, but how many board wargam- 



ILeffcr* 



ing magazines exist today that are lop notch 
and outclass all others? There are none that 
1 have read that can ever equal the quality 
and finesse that The GENERAL carries with 
it. I wouldn't mind paying extra for a page 
expansion to ensure that computer material 
doesn't upstage board wargaming. 

— Alfredo M. Battaglia, Jennings, MO 

As long as most of the magazine is 
about Avalon Hill products, I am more than 
happy to see other games reviewed. In feet, 
1 welcome articles about hoard games from 
other companies, since I have a stronger 
interest in board games than computer 
games. 

— David Brooks, Memphis, TN 

Achtung Writers 

I have played Avalon Hill games since I 
was about twelve years old (almost 21 
years ago), and I currently own around 50 
games and associated modules with a small 
number from other lesser companies. I 
have just become computer literate and 
have acquired OVER THE REICH. 
Superb!!! I love this and I am very sur- 
prised that The GENERAL has not covered 
this game in any depth. I must say that I 
enjoy the new magazine look — after being 
very apprehensive about the change. 
Please, please, keep it centered on 
boardgames, new and old. Thanks for all 
the gaming pleasure you have given over 
the years (your games are quite expensive 
over here but well worth the money). Keep 
up the good work. 

— Gary Barr, Belfast, N.Ireland 

/. too, am surprised that I haven 't been 
flooded with articles on this superb 
war gamer's game and its sequel, 
ACHTUNG SPITFIRE. I guess players are 
still very absorbed with it. When you come 
up for air. send me articles.' — SK'T 

The German Wave 

Thank you for all the effort you put into 
the magazine. I've enjoyed them very 
much, because they are full of strategy tips, 
replays and variants. Personally, I love cov- 
erage of non-wargames and would support 
more of that. I have also enjoyed historical 
articles. 

My main misgiving about your com- 
pany is that it, loo, is caught up with topics 
of violence or money-making. Take for 
example PRINCESS RYAN'S STAR 
MARINES. The game truly does intrigue 
me because of the need to cooperate as well 




\ 



as compete. However, I will never buy it 
because 1 don't think it is a game that my 
wife and our circle of friends would really 
enjoy. The trouble is the subject matter. 
Again, it's run-and-shoot, Star Wars type 
of affair. We're not kids anymore and this 
kind of subject is not appealing. Why not 
think of another game where there is a ten- 
sion between cooperation and competition 
where the subject matter is more interest- 
ing? Mind you, 1 recognize that games 
need elements of conflict to be interesting. 
. . I find it dismaying when you get reader 
comments complaining that you are not 
focusing enough on wargames. Well, those 
wargame grognards may be the most vocal, 
but 1 believe you'll be shooting yourself in 
the foot if you listen too much to them. 
Other adult gamers are turning to the imag- 
inative German type of abstract game and 1 
think it would serve you well to try to reach 
out to that audience. 

— Togu Oppusunggu, Brooklyn. NY 

Kudos to the AH staff on the release of 
TITAN; THE ARENA. It is very popular 
right now with the members of our game 
club. We had three 4-player games going 
simultaneously at last Saturday's meeting. 
Most members thought that the fantasy 
free-for-all was the perfect thematic real- 
ization for this kind of card/betting game. 
They also thought it should make a good 
"crossover" hit with the general gaming 
public looking for a superior family/social 
game. Easy to leam, and chock full of 
tough, fun decisions on each and every 
turn. I hope AH considers publishing more 
of these "German-style" card/board games. 
—Charles Bahl, 
The Quake Coast Game Club, San Jose, CA 






Gaming Innovation 

Thank you for producing excellent 
games at great prices! The games that have 
really caught the attention of my family 
and friends have been WE THE PEOPLE 
and HANNIBAL. This game system is the 
best to come along in years — a major 
development in playabilily, competitive- 
ness and realism. 1 can only hope that the 
system is being applied to other great cam- 
paigns such as die Civil War, Napoleon and 
Frederick the Great. The simple mechanics 
allow players to concentrate on turn strat- 
egy. No two games are alike. We find that 
more often than not. the outcome hangs in 
the balance until the very end. 

— Mark Gray, Glenwood Springs, CO 



i 




13 




Your army is marshaled. Big knights 
on even bigger chargers, both 
straining at the bit, cluster around 
behind a mass of burly foot soldiers clad in 
burnished steel armor. A troop of elven 
archers, their long blond locks streaking out 
beneath their plumed helms, capes flutter- 
ing in the breeze, cock their arrows in antic- 
ipation. Lightning crackles from the wands 
of wild-eyed mages while a holy glow 
emanates from the golden paladins by their 
side. Mighty bolt-throwers creak al the 
strain of holding back their giant arrows, 
while dwarven demolition squads ready the 
fuses on their powder barrels. The anticipa- 
tion builds as flapping wings and crowing 
cries of the giant Gryphons urge you to rush 
forward against the slathering, drooling 
ores, ogres, goblins, berserkers, skeletons, 
dragons, death-knights and demons of the 
evil horde. A fleet of wooden warships 
bristling with antique bombards and 
escorted by armored submarines is coming 
up the channel. The holds of the transports 
following behind are filled with longbow- 
wielding rangers eager to lake on the can- 
non towers and arrow platforms that protect 
the harbor wherein lie the foundries, ship- 
yards, oil refineries and other buildings that 
make up the enemy fortress city that has 
grown like a blight on the land, 

WarCraft II (Tides of Darkness) keeps 
all die good things from the first game, but 
goes several steps farther. It adds many 
more kinds of buildings and unit types, 
including flying scouts, fire-breathing drag- 
ons and the gryphon rider (a dwarf with 
exploding throwing axes mounted on a 
really big eagle). There are also sailing 
ships armed with cannons (destroyers, bat- 
tleships, juggernauts, transports and sub- 
marines) and a long list of new ground 
units, most of them with magic abilities. 

As in the original game, most of the 
units and scenarios in WarCraft II mirror 
each other. The two top magic types on 



Fight Like A Man, 
Not an Ore 

Crafting Your War Effort in 
WHRCJWFT II 

By Mark G. McLaughlin 



each side (human mages and paladins, ore 
ogre -mages and death- knights) have similar 
powers, yet each has its own unique spells 
that are available only to that side. Spells, 
like special weapons and other improve- 
ments, require the establishment of key 
buildings and the expenditure of resources 
to research those advances. 



BE A BUILDER, NOT A RAIDER 



The WarCraft system requires a player 
to invest time and resources in creating a 
base of operations. This base will grow into 
a medieval town, complete with farms, 
blacksmith shops, lumber mills, barracks, 
shipyards, etc. This is more than just a 
"SimCity" set up; it is the key to victory. 
How you allocate your initial pool of lim- 
ited resources will set the tone for the game, 
and will determine not only if you can win, 
but how long it will take you (and, con- 
versely, on how many times you might 
have to go back to a saved game). Although 
seemingly plentiful, the resources on the 
map get used up very quickly. You have to 
manage your resources intelligently. 

The computer plays a "raiding" game. It 
sends individual or small groups of units in 
frequent and annoying attacks on your 
patrols and your towns. You can usually 
kill every single one of these units each 
time, but they will take out a few of your 
people and destroy some of your buildings. 
This is a war of attrition which your com- 
puter opponent can win, because it has peo- 
ple and resources to waste. It doesn't cheat, 
but it simply starts with more stuff than you 
do (cities and fortresses are already built). 



TRAPPING THE RAIDERS 



The best way to deal with raiders is to 
set traps for them. The best traps involve 
towers. For less than it costs to build a nor- 
mal foot soldier, you can build a 
Scout/Watch Tower. Although this has no 
weapon 17, it has the highest armor factor in 



the game. For the price of an Archer/Axc- 
Thrower you can upgrade the Tower to a 
Guard Tower. These have arrows. The 
Guard Towers have more armor and can 
take more hits than almost any other unit. In 
addition, they have a longer sighting and 
firing range than any ground or sea unit. 
They are repairable (at no cost in 
resources). They can even be fixed by peas- 
ants while under attack. 

Guard Towers work best in pairs or even 
triplets on the perimeter and at choke points 
(defiles, channels, mountain passes). The 
towers will buy you time to marshal mobile 
reinforcements to back them up. They can 



WarCraft II by Blizzard Entertainment 
System Requirements: MS-DOS 5.0, 
Windows 95 or Windows 3.1, Super 
VGA graphics, 33 MHz 486, 8 mb 
RAM, Hard Drive, CD-ROM (double 
speed highly recommended). Supports 
the major sound systems. Mouse pre- 
ferred but may be played with Key- 
board. Supports modem play. Easy sce- 
narios take under two hours to play; 
more difficult scenarios may require 
four hours or more. 



m i« 



,}". .if, Mental 
; - ' : \ Challenge 

AI Ability 

H Realism 



■0 S0 10 t§ 

f?W>^g>glg>£8&£$& Artistic Appeal 
V^yV^vJv^ / y^ Replay ability 



Rating icons range from one (wretched or ten years 
behind the state of the industry) to five (top 10% of 
industry). Four is good, three is passable (middle of 

the road for ihe industry) aud two is not greal 

(bottom third). 

, 1 



14 



also provide cover for your Archers/Axe- 
Throwers and artillery (Catapults, Bolt- 
Throwers or Speil Casters). Your foes 
waste their energies chipping away at the 
Towers, while you pepper them. 

Cannon Towers pack much more wallop 
than Guard Towers, but ihey have two 
drawbacks: 1) they are overly costly and 2) 
they can not shoot up. 



ARMS FOR SHIELDS 



While towers make the best defense, 
farms actually make the best walls. They 
take a lot of punishment and draw the com- 
puter like flies to honey. The farms grow 
food (which you need to support units) and 
you can hide bowmen/axeman behind them 
to fire as the enemy advances. A peasant or 
two can repair the farms as fast as the 
enemy damages them. 



BUILDINGS ON THE ATTACK 



Architectural advances come in two 
forms. The most obvious is to create build- 
ings that support each other and provide the 
materials, resources, research base and pre- 
requisites for the next type of advance. That 
advance can be the creation of or improve- 
ment of existing units or the acquisition of 
magic knowledge. Some buildings are also 
"force multipliers." 

The second way to advance through 
architecture is to build your way forward. 
When you put together an attack force, the 
second wave (and sometimes the rear rank 
of the first wave) should include at least 
one or two peasants. The peasants can build 
a simple farm to act as a shield for your 
units, or they can build towers to provide 
you with covering fire to deal with a coun- 
terattack. Occupation of key points on the 
perimeter of enemy towns will always draw 
the computer forces into a counterattack 
(such as along the path to a gold mine). 
Find these points, set up towers within 
range of them, and then send one man into 
the enemy town as bait. Keep your hand on 
the mouse and the move command, because 
he will have to run to stay ahead of the 
crowd. Do not stop and fight with him — the 
farther he runs, the farther the computer 
wili follow. With a pair of towers and such 
archers, you can set up a shooting gallery. 
The computer will keep throwing troops at 
this as long as it can. 



ATTACK IN ECHELON 



The computer has creatures and 
resources to waste and can afford to attack 
in piecemeal, "banzai" charges. Its favorite 
method of defense is to keep units clumped 
around a key site and, when you come 
within sight of them, those units will launch 
a vicious counterattack. You should learn 
from this slaughter not to fight this way. 



Yon can turn this to your advantage by lay- 
ing a trap. 

Unfortunately, there are times and 
places where you can not use this because 
of the terrain, path of approach or density of 
enemy forces and buildings. This is espe- 
cially true when you make a landing under 
fire on an island or beach that is being 
swept by their towers, catapults and 
archers. In this kind of fight, you must 
carve out an area for yourself. It is no dif- 
ferent than a river crossing or amphibious 
landing in modern war. Use long-range 
weapons and naval/air bombardment to 
sweep an area. They then move off to the 
flanks to intercept enemy counterattacks, 
while you set up in the middle. If you can, 
this middle ground is the best place to put a 
lower or two. You can then set up the 
shooting gallery trap. 



TOWERS IN THE HEART 
OF DARKNESS 



The cheapest, easiest and most effective 
way to deal with an enemy town is to build 
your own Guard Towers and Cannon Tow- 
ers right in the heart of that town. These 
towers will lire continuously and automati- 
cally at every building and unit in their 
range. You can build them and leave them 
to do their duty while your army is else- 
where. While the towers slowly blast and 
baiter away, your army can search for 
enemy units or smash the buildings that lie 
beyond the range of the towers. The towers 
also act as a fall-back position (providing 
covering fire) should an enemy counterat- 
tack come from an unexpected or unex- 
plored quarter. 



DEALING WITH THE UNKNOWN 



As in many games of this type, most of 
the map is shrouded in black. As you 
move and explore, more of the map is 
revealed. As soon as you leave the area a 
gray shadow passes over it. You see build- 
ings and terrain, but will not be able to see 
any enemy units or their movements 
unless someone or a friendly tower is there 
to watch. 

Use the patrol command (pick a unit 
and set it to march back and forth to keep 
an eye out for the enemy). Flying 
machines can also be set to patrol a wider 
area. The best system, however, is to 
establish a line of pickets. Small groups or 
at least pairs of units should be spread out 
to cover a broad area. The pickets have to 
be backed by mobile forces to respond to 
a threat, or the picket line will be 
breached and the enemy will rush upon 
you. A good picket line will give you a 
breather to harvest, build and marshal a 
main force for a key strike. 



ONE BIG BLOW 



You can never afford to attack in 
penny-packets or small groups. Your 
losses will be heavy and, most of the time, 
your attack will fail. By the time you have 
regrouped and raised another army, any 
damage you did lo the enemy position will 
either have been repaired or replaced, and 
new enemies will be ready and waiting. To 
prevent this, strike hard with as big a force 
as you can muster. Resist the temptation to 
strike with a small, tough group. Waiting 
is well worth the time. Get a big force 
together, advance, set up a shooting 
gallery trap, build up a little more, and 
then go for the kill. 



THE SHORT LEASH 



Your units are not terribly smart. If they 
see an enemy, they will charge him. This 
can undo your position. Your knights will 
rush headlong to engage in hand-to-hand 
combat, and as the enemy flees they will 
follow up. They will usually follow up 
into the kind of trap you should be setting 
for the computer. Suddenly it is Agincourl 
all over again, with your knights lying in 
the dust. The footmen are no better or 
smarter, just slower. Even the Gryphon 
riders and battleships will seek to close 
with the enemy. 

Fortunately, you can give the "stand 
ground" command to units. This glues 
them to one spot. It prevents reckless 
charges but can be fatal if they come under 
fire and thus cannot respond. This com- 
mand is best used on the reserve units that 
you want lo hold back from the battle or 
for those men guarding a gateway, defile 
or other narrow path. They will need to 
have someone or something provide cov- 
ering fire, however, or else they will get 
picked off by enemy missile throwers or 
magic users. 



USING RANGED WEAPONS 



A catapult, for example, out-ranges 
every tower on the map, but only by one or 
two spaces. As there are no spaces marked 
on the map, you have to gauge the distance 
by (rial and error. Instead of giving a unit an 
attack order, move it one step at a time 
towards the enemy. As soon as it is in 
range, the unit will start shooting. In this 
manner you can use a catapult lo blow 
away a tower or two at no loss to yourself. 
The enemy will send a counterattack force 
to hit the catapult, so you will need to have 
units standing by to provide cover. 

Only battleships/juggernauts have 
longer ranges than archers and axe thro w- 
crs. Destroyers at the shore will find them- 
selves under a withering fire from infantry, 
while battleships can stand off and blasl 
away with impunity. No ship, however, can 



15 



out-range a lower. One tower can beat one 
ship. Only a massive bombardment by 
three or more ships will do the trick. 



STRIKE GROUPS 



Air units (Gryphons/Dragons) move fast 
and hit hard, but do not have staying power, 
and tend to respond slowly to commands to 
disengage. They also have an annoying ten- 
dency to hit each other with friendly fire. 

Use lots of air units, either in one long, 
spread-out line or in numerous small 
groups. To move the units in line you have 
to move each piece separately to avoid 
clumping (tedious and problematic). Usu- 
ally you will move flying units in pairs or 
triplets, with other "squadrons" off to the 
side for support. While one squadron bom- 
bards a target, move another to patrol its 
flanks to intercept enemy units. 

Magic users are best used in even 
smaller groups. A single magic user sends 
in a blistering rain of death with a fireball, 
death coil, whirlwind, blizzard or any other 
long-range spell. He must then immediately 
run to safety, as the computer will rush him. 
A magic user in a second line can provide 
covering fire, but it is best for regular 
troops or towers to do that job. One of the 
best "covering fires" is the Polymorph 
spell. A human mage can use this to turn 
any enemy into a pig (or sheep or seal or 
whatever the main type of innocent critter 
will be found in the scenario). This is par- 
ticularly gratifying when used on a death- 
knight, ogre-mage or dragon. Unfortu- 
nately, it requires almost all of the 255 
magic points a magic user can store up, and 
there is a chance it will not work against a 
really strong dragon. 



SPELLS AND DEMOLITIONS 



The most powerful spell of the game is, 
in my opinion, the "Healing" spell of the 
Paladins. Human Paladins, though mighty 
warriors, are best used as doctors. They are 
the M.A.S.H. units of the game (no such 
skills exist on the Ore side). Build a bunch 
of them, set them up in a safe, open space, 
and send wounded units back to them to 
heal. The Paladins regenerate their magic at 
no cost, and every six points of magic they 
use brings back one hit point to the 
wounded unit. 

Paladins also have a good offensive 
spell: Exorcism. This power is really of use 
only against skeletons and death-knights, 
neither of whom can take much punishment 
anyway. Let your regulars deal with the 
undead — the Paladins are better as doctors 
than killers. 

Death-Knights, Ogre-Mages and Mages 
are more offensive spellcasters. The 
Human Mage spells of fire-shield and 
invisibility are best used to sneak one of 



your people deep behind their lines. Unfor- 
tunately, casting a fire-shield or invisibility 
spell on a dwarven demolition squad causes 
its powder barrel to ignite. Poof. No more 
demolition squad! 

Dcath-knights can raise the dead and 
make them into skeleton warriors, but this 
is almost a waste of their powers. The 
skeletons die easily. Death-knights are bet- 
ter used to unleash whirlwinds and Death 
coils. They can, however, cast an "unhoiy 
armor" protective spell on a unit. This is 
especially useful if an Ogre-mage is nearby 
to cast a bloodlust spell to make a unit 
extremely vicious in combat. Add a haste 
spell to this combination and you can create 
a swirling demon of destruction. 

Speaking of demons, they are the one 
unit in the game that only the computer can 
create (unless you use the map editor to 
build your own scenario). They appear in a 
few scenarios, but always on the Ore side 
and then only if the computer is the Ores. 
They fly, they move pretty fast, and they 
can cause a good deal of damage, but they 
die easily to flames and missile fire. They 
do not range very far from where the com- 
puter places them. Their mission seems to 
be to guard dark portals, tombs and other 
resting places of arcane interest. 



THE CHEAT CODES 



WarCraft II is not impossible to win. 
Almost every scenario has two or more 
paths to victory, and these are usually fairly 
obvious. Unlike some games that force you 
to find one solution, WarCraft II almost 
never dictates your strategy to win. 

For those players who get frustrated, 
cheat codes exist. These codes should not 
be used in the campaign games, because if 
you win with a cheat code your victory 
screen labels you as a "Cheater." These are 
best used in the stand-alone scenarios 
where you are either frustrated or just want 



to get finished. They allow you to explore 
those scenarios to see if you really want to 
play them. 



Table t; Support for the Real-Time Challenged 


(aka "Cheat" Codes) 




Code 


Effect 


It is a Good Day To Die 


your uniis and buildings 




are invulnerable 


Glittering Prizes 


gives you a large amount 




of gold, oil and timber 


On Screen 


reveals the en! ire map and 




all units present 


Make It So 


Immediately builds chosen 




buildingAinh 


Unite the Clans 


grants you victory NOW 


To Use These codes hit the Enter key. A "Mes- 


sage:" line will come up 


al the bottom of the screen. 


Type in the appropriate 


code and hit enter again. 


WARNING: Use of any 


cheat code reduces your vie- 


tory level 10 that of "Cheater." 



SPEAKING SILLY 



If you click on a piece it acknowledges 
you with a "yes, my lord" or "what is it" 
voice reply, and then you move it. My 
seven-year old showed me that if you keep 
clicking on that piece it will keep talking. 
The more it talks, the ruder it gets. Each unit 
on each side has a unique string of about a 
dozen dialogue sentences. The deeper you 
get into the conversation, the more unpleas- 
ant they become. Peasants gel confused. 
Soldiers get edgy. Magic users get angry. 
Ogres burp and fart, elves tell you to "quit 
touching me!" and sailors get seasick. My 
favorite of all, however, are the two demoli- 
tion squads. The dwarves (all of whom have 
bad Scottish accents) are particularly nasty 
while the goblin sappers are like Mttnchkins 
on helium. They say things like "Wheeeee," 
"I got a bomb," and "Kabooooooom." 

Name me one other computer game 
where your soldiers talk back to you? Even 
if it wasn't a great game (which it is), I 
would like it just for the conversation. 
These little guys have spunk and character. 



Table 2. WarCraft to MoreCraft Gaines in the WarCraft System 


Publisher 


Title 


ICJ2!£ 


Scenarios per 


Side 


WarCraft 


Original game 
(land units only) 


10 




Blizzard 


WarCraft II 


Second game 


14 




Blizzard 


(Tides of Darkness) 


(land, air and sea units) 








WarCraft II Expansion * 


Additional story line and scenarios 


12 




Blizzard 


(Beyond the Dark Portal) 










WarCraft Battle Chest* 


All three for one price 


36 




Blizzard 


MoreCraft for WarCraft II* 


200 levels, 8-player modem, lips 


not reviewed 




Micro forum 
Software 


W.'Zone for WarCraft 0* 


more scenarios 


not reviewed 




Wizard Works 


W'.ZONE RETR1BLTT10N* 


more scenarios/battlegrounds 


not reviewed 




Wizard Works 


* WarCraft II required for use. 











16 



The Nasties of TITAN: THE ARENA 

By Mike Welker 



~W~ fere, Mr. Welker gives us a different 
§ m slant (from my own found in last 
JL JL issue) on how to play this recent 
hot seller. As you can see from comparing 
the two, we have a difference of opinion 
about some aspects of the strategy sur- 
rounding the secret bet. — SKT 

On the day 1 bought this gem (at Aval- 
onCon '97), I played it ten limes. Our group 
at home regularly plays A GE OF RENAIS- 
SANCE or Setilers of Catan, but after we 
are done, someone always says, "Hey, we 
have some time for TITAN: THE ARENA." 
Out the cards and chips come, along with 
poker faces and the beginnings of monster 
imitations. As of this writing, we've proba- 
bly played the game 40 times. This sample 
witnessed a wild array of twists of fate, 
with no two games ever playing the same. 
The distribution of winnings was about 
even across the players. The beauty of this 
game is its sheer compactness coupled with 
potentially infinite combinations of player 
interactions. 

THE LUCK OF THE DRAW 

Every game differs because your particu- 
lar hand of eight cards is one of millions of 
possible card combinations. The flow of 
cards played, discarded, and drawn to fill 
hand capacity creates yet more diverse out- 
comes. This means an important skill to 
exercise is counting the cards. This is easier 
than it sounds, considering that the last 
played card of each surviving creature 
remains visible on the table. If you keep 
track of the cards that get buried, you will 
have a good idea what cards are yet to be 
played. 

Keeping track of all creatures can be 
tedious, especially at first. As the rounds 
proceed and fewer of your creatures sur- 
vive, counting gets easier. The benefit of 
knowing the unplaycd cards is obvious. 
However, do not count on unplayed cards 
alone. Remember that the Troll can pick up 
a visible Troll card, a Unicorn can switch 
any creature's cards, and the Warlock 
allows players to dump unwanted cards. 
Along with the Spectator cards, these fac- 
tors make it hard to count on a forced play 
of a card on a Creature. 

SPREAD THE RISK 

If you place multiple bets on one crea- 
ture, you are inviting the wrath of your ene- 



mies. They'll see the opportunity to kill 
your creature as a sure way to reduce your 
victory points. This is the equivalent of 
drawing a big bull's eye on that poor Crea- 
ture. However, concentration of bets isn't 
so bad when one of the bets is your secret 
bet. If your secret bet is revealed, you often 
become the Backer. The key to revealing 
the secret bet is timing. A general rule of 
ill Limb is to keep l he secret hidden until you 
believe that you can protect your Creature. 
Our group has different opinions, but we 
think two or three high-value Strength 
cards is a minimum for protecting the mul- 
tiple bet after revealing the secret bet. 

By far, the better Strategy for betting is 
to get cozy with the other players. If you 
spread your bets so that other players will 
lose victory points to hurt you. this will 
obviously make them think twice. You also 
gain the potential advantage of appearing in 
league (at least for a while). Later, near the 
end game, you might want to kill a creature 
with your own bets revealed, as long as the 
leading players lose more than you. 

TIMING 

The game moves faster at the fourth and 
fifth rounds than at the first and second. In 
fact, in some cases, you may not be able to 
play a card in the fifth round. Other players 
may systematically pounce on your unpro- 
tected Creature. The key to protecting your- 
self from this peril is reducing the likeli- 
hood you will be out of the loop, so to 
speak. You may need to prolong a previous 
round (for example, by playing Strength 
cards on top of visible cards). This will 
slow down the filling up of the empty slots. 
In another case, you may want to use a 
Creature's power so that a previous round 
ends more quickly. 

HANDICAPPING THE SECRET BETS 

Our group favors a secret bet when a 
first round hand has several {often three or 
more) of the Creature's Strength cards. The 
real issue is one of long-run uncertainty 
about the likelihood of survival. The fol- 
lowing Creature-by-Crcaiure analysis is 
based on the results of our latest playings. 
As you read the survival rates given below, 
remember that 37.5 per cent of the Crea- 
tures survive each game. The trick with the 
secret bet is to back a Creature that beats 
the average. Obviously, survival rates may 



depend greatly upon the idiosyncracies of 
your group. 

Troll (survival rate of 35 per cent): The 
Troll is not a great secret bet. The first 
round play is a problem, because the power 
can only be used if the Warlock has just 
discarded a Troll Strength card. In later 
rounds, the ability to retrieve revealed 
Strength cards helps protect him. However, 
this can be difficult to accomplish if the 
Backer only has low Troll cards and the 
empty slots are filling up quickly. 

Dragon (20 per cent): Players don't 
seem to like that fiery breath. Its power 
leads to late game uncertainties. Any secret 
bets on the Dragon must involve an ability 
to protect him with at least a few high-value 
Spectators and Dragon cards. 

Titan (45 per cent): His ability to view 
other player's cards, coupled with the 
snatch-away choice, makes him strong and 
versatile in assessing enemy hands. This is 
especially helpful in the late game. 

Unicom (40 per cent): The Unicorn is 
weak at the start, but has the ability to "tele- 
port" other Creature cards. This makes it 
strong and therefore likely lo holds its own. 
A secret bet on the Unicorn is our group's 
second favorite. 

Ranger (60 per cent): This is our group's 
favorite secret bet, not to mention my wife's 
favorite first-round bet. The three-card draw 
helps to build resources for protecting the 
Ranger or other bets (especially a secret bet 
on another creature). In several games we 
have played, multiple secret bets have 
backed the Ranger, which boosted the sur- 
vival rate. The late game is a problem, 
though, because the Ranger's power to draw 
is not as likely to help (you may discover 
you are filling your hand with dead 
Creatures' cards). 

Warlock (45 per cent): Our group lends 
lo have multiple secret bets on the Warlock. 
The ability to drop powerful Strength cards 
helps you avoid a forced play that would 
probably save an enemy's bets. Our group 
always sees a lot of jockeying to become 
his Backer. 

Cyclops (35 per cent); The Cyclops can 
create temporary weaknesses at crucial 
moments in the game. This is helpful espe- 
cially in cases when the next player is 
forced to play a card which might favor 
your distribution of bets. Our group has 
tended to kill the Cyclops early, usually in 
a sort of "neutral" killing (no open bets on 
it at the time). 

Hydra (20 per cent): Never place a 
secret bet on the Hydra. Players' fear the 
multiple strike ability greatly. This moti- 
vates their ambitions to do it in as quickly 
as possible. 

->-->-->-->-->- (Continued on p. 21) 



17 



ALONE IN OUTER SPACE 

Solitaire Variant for STELLAR CONQUEST 

By Charles E. Duke 



/h the galaxy far, far in the future, let it 
not be forgotten that a vast number of 
computer strategy games trace their 
ancestry to STELLAR CONQUEST. Many 
of the early computerized galactic conquest 
games mimicked it. Unusual for board 
wargaming, STELLAR CONQUEST pro- 
duced the aura of fighting an unseen enemy 
under conditions of extremely limited and 
constantly outdated intelligence in which 
technology drives war success and popula- 
tion growth requires expansion. In short, it 
is a tense game of cat and mouse among 
human opponents (face-to-face or by mail), 
but a wistful flop for those who largely play 
their games solitaire. Rather than forking 
over vast sums of money for a computer 
(and frequent upgrades), Mr. Duke offers a 
boardgame solution. — SKT 

One of STELLAR CONQUESTS most 
fascinating features is its "fog of war" (or 
should 1 say "nebula of war"?). It is chal- 
lenging to be completely in the dark about 
your opponent's forces, defenses, popula- 
tion and intentions. Gathering intelligence 
is mandatory, costly, and part of the fun. 

All this is small consolation, however, 
for the not uncommon gamer who must rely 
primarily on solitaire play due to lack of 
live opponents. He's dying to play STEL- 
LAR CONQUEST (STC), but the solitaire 
player will usually find that he has built all 
four empires in a very similar manner. Con- 
flicts arc dull. Will the Red Empire invade 
the Yellow Confederation next turn, where, 
and why? Red has death stars, Yellow 
doesn't. You feel guilty if you don't 
strengthen Yellow for the upcoming 
assault, and you also feel guilty if you arm 
Yellow and deprive Red from a probably 
deserved surprise attack. Furthermore, 
intelligence gathering seems pointless in a 
solo game unless you follow the mind-bog- 
gling policy of making an empire act only 
upon what it is supposed to know. Now let 
me see, did Green discover three turns ago 
that Red already has fighters? 

This article presents a system that con- 
trols most of the political and economic 
decision-making in STC. You stili move 
ships around, decide on strategy and tactics 
during conflicts, transfer colonists, etc. As 
you take each empire's turn, you should use 
it as fairly as possible (just as you do when 
you try to use both sides efficiently while 
playing ASL or THE RUSSIAN FRONT 



solitaire). Now, however, you may be 
restrained by that power's current policy. 
For example, you can't use its forces to 
attack a neutral neighbor unless the politi- 
cians declare war. 

GENERAL RULE VARIATIONS 

The following general rules variations 
can be used in both solitaire and multi- 
player games. 

Planet Shields. Developing and building 
planetary shields is a primary strategy in 
the normal game, but in a solitaire game the 
appearance of invulnerable planets may 
lead to boredom (a problem that plagues 
multi-player games as well). 

In this variant, planet shields may be 
attacked as if they were fighters. As long as 
the shield is up, bases and population on the 
surface may not be attacked, but bases may 
fire against the attacking ships. IT the 
attackers get Five or more hits in the same 
round of combat, the shield overloads eata- 
strophically and is destroyed. Surface 
forces may then be attacked in subsequent 
rounds. If the attackers score three or four 
hits in the same round, the shield receives a 
damage point. An accumulation of four 
damage points will destroy the shield. One 
or two hits in a round has no effect. How- 
ever, if no hits are scored in a given round 
of combat, the shield's generators may be 
used by the defenders as a tractor beam in 
an attempt to disrupt (and destroy) one 
attacking ship, using the death star column 
of the Attack Table. If no hits are achieved 
against the shield in two consecutive 
rounds of combat, the attacker must call off 
his assault and the battle ends. At the end of 
each battle, damaged shields are fully 
repaired. Destroyed shields remain 
destroyed and must be rebuilt. 

Scouts. In a solitaire game, 
unarmed scouts quickly become 
worthless. I find the changes 
below make starfleets more var- 
ied, interesting, and balanced, even for 
multi-player games. 

In this variant, scouts are small war- 
ships which may fight. They hit colony 
transports on a die roll of 1-2, other scouts 
with a die roll of 1, and corvettes or mis- 
sile bases on a two-dice roll of 10. The hit 
probability against scouts is also modi- 
fied: missile bases and corvettes hit them 
with 1-3, fighters and advanced missile 
bases with 1-4 and death stars with 1-5. 





Population Growth. Allow Minimal 
Terra n planets to increase population at 
the rate of one for every 15 million. Frac- 
tions of population smaller than the num- 
ber required for growth may still grow by 
one if you roll less than or equal to the 
fraction. Roll one die for Terran planets, 
two dice for Sub-Terran and three dice for 
Minimal Terran. For example, a Subterran 
planet holds 27 million souls. Normally, it 
will produce two million new colonists for 
its 20 million base, while the seven million 
leftover is sterile. Now, if you roll seven 
or less with two dice, a third million will 
be produced. 

SOLITAIRE VARIANT DEFINITIONS 

Power. Each of the four sides in the 
game. 

Claims. Every time that a 
power explores a star for the 
first time it "claims" it as its 
territory. Note this by giving 
the star's card to the power 
(as a sort of deed of ownership). A star 
remains claimed by a power until a nego- 
tiation or treaty mandates that it must be 
transferred to another power. Star cards 
are kept by a power even if an enemy mil- 
itarily conquers the star during a conflict. 
Conquered colonies are considered to be 
friendly territory currently under enemy 
occupation. A planet may be colonized 
only by the power which holds the corre- 
sponding star card (either through explo- 
ration or via peace treaty). Otherwise, 
normal conquest rules apply. 

Border Star. A friendly star is a border 
star relative to an enemy if it is closer (or as 
close) to an enemy star as any other star 
that is as close to the friendly star. Stars 
closer to the enemy, but which are on the 
far side of the enemy, are consequently not 
close enough to the friendly star. For exam- 
ple, Hydrae borders Aurigae, Sadir and 
Alcor, but not Lupi. Lupi borders Aurigae, 
Scheat, Lacaille and Sadir. but not Draco- 
nis, Draconis borders Canopus, Almach, 
Scheat and Lacaille. Scheat and Lacaille 
are both closer to Lupi than Draconis, pre- 
venting Lupi from bordering Draconis. 

BEGINNING THE GAME 

Set up the game in the norma] manner. 
Each power determines its initial spending 
independently. All powers will automati- 
cally spend 15 points to buy three-hex 
speed. The remaining ten points are 
invested in research determined by the 
Research Priority Table, using the peace 
column. Roll two dice to determine the cho- 
sen class and then roll two dice to deter- 
mine the chosen research level. If more 
than one research title remains at that level, 
then determine which is chosen according 
to an odd/even die roll. 



18 



Research Priority Table 

Research Class 

(sum or two dice) 

Vt'tu-e: War: 

2-5 Speed* Technology 

6-7 Weapons Speed* 

8-12 Technology Weapons 

*lf maximum speed (8) has been achieved, give 
priority to technology class during peace, to 
weapons class during war. 

Research Level 

(sum of two dice, +1 if at war) 

2-5 Lowest unfinished level 

6-8 Highest possible level 

9+ Highest level related to owned predecessor 

(otherwise highest possible level) 
The particular research title of the appropriate 
level is determined by odd/even die roll if nec- 
essary. 



PRODUCTION ROUTINES 

In every production turn, after diplo- 
matic events have been determined, each 
colony calculates industrial output, builds 
colony transports and spends on equipment 
and research independently, but according 
to the overall economic priority determined 
for its power. Start with the most recent 
colony and proceed to the oldest colony of 
the power. 

Colonization Policy. Under certain 
conditions, each unbesieged colony's 
first priority is to emigrate colonists, buy- 
ing the necessary transports to send them 
to another planet claimed by the power. 

The planet nearest to a below-capacity 
mineral rich planet will emigrate enough 
population to fill the mineral rich planet to 
capacity. 

All non-mineral-rich planets colonized 
above 80 per cent of capacity will emigrate 
enough population to fully utilize the popu- 
lation bonus. 

During peace, all Terran, non-mineral- 
rich planets coionized to 50 per cent of 
capacity will emigrate enough population to 
fully utilize the population bonus (but never 
reducing population below 20 million). 

After a war victory, all Sub-Terran, non- 
mineral-rich planets will emigrate half or 
their population plus the population bonus 
to Terran planets newly evacuated by the 
losing power. 

Economic Priorities. Roll a die once 
for each power (not each colony) to see 
how the higher authorities have decided to 
invest the remainder of their industrial 
points at their colonies. Consult the Eco- 
nomic Priority Table. The result indicates 
the area to receive priority at each colony. 
The priority area utilizes at least 50 per 
cent of the colony's remaining industrial 
output. After conducting that spending, 
the next remainder is divided as evenly as 
possible between secondary and tertiary 
expenditures (with the secondary focus 
getting the benefit of any uneven split 
caused by item prices). 



Economic Priority Table 

(roll one die, + 1 if in truce or incident, +2 if at war) 



Priority 
1 Factories* 
2-4 Research 

5+ Weapons 



Secondary Tertiary 

Research Weapons 

Weapons Factories* 

Research Factories* 



Note: Weapons are ships (including scouts) and 
bases. If all research items have been acquired, 
research spending goes towards weapons. 
*If industrial tech is still not available, output goes 
into research. 



In the ease of weapons, buy as many 
of the most costly ship or base as possi- 
ble with the funds. Then, allocate the 
remaining weapons spending toward 
cheaper ships and/or bases to fully spend 
the minimum. 

In the case of research, all spending 
goes toward finishing a partially-com- 
pleted research item before a new one is 
started. New research is determined by 
the Research Priority Table (see above). 

For example, Reel has a Terran planet 
on Alcor which has a population of 50 
million (planet has a capacity of 80) with 
5 factories. Red is at peace. The Alcor 
planet grows to 60 million and must emi- 
grate 12 million to gain the fall popula- 
tion bonus of four million (costing J 6 of 
the planets 65 i.p. 's for the transports). 
Red rolled a 5 for an economic priority of 
weapons, so at least 25 i.p.'s must be 
spent on weapons. Red buys one man- 
dated fighter, plus one missile base and 
one scout (27 i.p. s). The remaining 22 
i.p. 's are divided between research and 
factories, resulting in the building of two 
factories and the expenditure of 14 i.p. 's 
on Red's current research priority. 

TRANSPORT POLICY 

During movement, colonists are 
moved in transports to a habitable planet 
claimed by the power which fulfills the 
earliest condition set forth below and is 
within command range and within four 
turns of movement. If a destination 
doesn't have the capacity to accommo- 
date all of the colonists, divide the trans- 
ports among separate task forces with 
different destinations as necessary. 

1. Mineral rich planet, colonized 

2. Mineral rich planet, uncolonized 

3. T planet, uncolonized 

4. T planet, colonized < 50% 

5. T planet, colonized < 75% 

6. ST planet, colonized < 75% 

7. ST planet, uncolonized 

8. MT planet 



DIPLOMATIC ROUTINES 

The general diplomatic situation among 
the powers is affected by the particular 
stage of the game. 

Neutrality and Incidents. Unless a 
power is involved in limited or total war, it 
is considered neutral. All powers enter the 
game neutral and remain so until diplo- 
matic events in stage III or later alter that 
circumstance. Misunderstandings, politi- 
cal blunders, clashes and border disputes 
are incidents and are not considered to be 
a war for any purpose, although they may 
lead to one. 

Stage I: Expansion. In this stage, powers 
are settling into the sector. At first, each 
doesn't know that other powers exist, and 
even when an encounter occurs it tends to 
be peaceful. There is no need or desire for 
conflict. This stage lasts until the last star 
on the mapboard has been claimed by a 
power. 

Ships may not be sent voluntarily 
towards a star that has already been claimed 
by another power. If ships arc already on 
the way when the star becomes claimed by 
another power, the ships must continue to 
their destination. Then, after surviving 
exploration risks, if no enemy ships are pre- 
sent, place the latecoming ships in an adja- 
cent hex with a new destination. If enemies 
are present, roll two dice and consult the 
Encounters Table. 



Encounter Table 

(sum the roll of two dice) 
2-10: Peaceful Encounter. After an 
exchange of greetings and knowl- 
edge, place the arriving ships in 
an adjacent hex with a new desti- 
nation. 
1 1-12: Misunderstanding. Shots are 
exchanged! Fight one round of 
combat, then place surviving 
arriving ships in an adjacent hex 
with a new destination. 



Stage II: Growth. The powers have 
defined their turf, and although disputes 
may arise, generally speaking they are 
satisfied with developing what they 
already possess. There is little need for 
looking over the neighbor's fence. More 
or less peaceful relations exist. This 
stage lasts until the combined population 
of all powers first reaches or exceeds 
600 million. 

On every production turn, calculate pop- 
ulation growth for every colony of every 
power, and sum the total to determine the 
stage of the game. Then, roll two dice and 
consult the Diplomatic Events Table and 



(Continued on p. 35) 



19 




Grand DUNE 



By Alan Arvold 




A- 



s one of the nine players who joined 
Mr. Arvold several years ago at 
. GenCon to play this appealing vari- 
ant, I can attest to its superiority overplay- 
ing with the various expansions and vari- 
ant article rules as they were written. 
Although many "purists" will defend the 
elegance and balance of a six-player 
game, the politicking in a nine-player 
game is truly enriching and, in my opinion, 
more representative of the turbulent and 
dangerous galaxy portrayed in Herbert's 
novels. As in that construct, nobody can 
win the nine-player game without allies. 
Efforts to get DUNE reprinted (perhaps 
the new collectible card game will spark 
consumer interest in this elegant 
boardgame) are not likely to produce an 
all-in-one package, so the expansion mod- 
ules and this variant will remain vital 
accessories to our cult. If you do not have 
the modules, snap them up. — SKT 

One of the longest-surviving cult 
games (remaining popular despite the fact 
that it has been out of print for some 
years) is the game DUNE. Based on the 
science fiction novel by the late Frank 
Herbert, this game can still be seen in 
tournaments at various wargame conven- 
tions around the country every year. At the 
height of its popularity in the mid-1980s, 
the game spawned two expansions, SPICE 
HARVEST and THE DUEL. These expan- 
sions greatly enriched the main game but 
for various reasons did not catch the inter- 
est of players who like the parent game. 
One reason was that they increased the 
playing time of the average game (making 
tournament use difficult). Another reason 
is that the variant powers which were 
introduced in magazine articles (the 
Lansraad, the Bene Tleilaxu and the Ixi- 
ans— see The GENERAL, volume 26, 
number 1, and volume 18, number 5, and 
Heroes, volume 1, number 1) were not 
integrated into these expansions. Finally, 
THE DUEL has rules that effectively 
inhibit its use, causing players to discard 
the expansion from the game. Often, how- 
ever, you will find players adding to their 
game the new treachery cards that were 
included in the expansion modules. 

This article brings into one grand sys- 
tem the three variant powers and the two 
expansions in a more playable format. 



EQUIPMENT 

Extra cards and leaders are provided on 
the insert of this magazine. However, 
when a War of Assassins is declared in a 
game with more than six players, you will 
need to add a second deck of Dueling 
cards from THE DUEL. Alternatively, you 
must limit each player to holding no more 
than three Dueling cards. 

MAIN CHARACTER LEADERS 

In Section VII of the THE DUEL, it 
states that if the main leader of the owning 
players faction is killed in battle whether 
on Dune, in a Kanly Duel, or in a War of 
Assassins, the owning player and his fac- 
tion are out of the game. Such a rule leads 
a player to keep from using his main 
leader in anything but a last ditch battle at 
which point he is probably losing the 
game anyway. Also, this rule is not literar- 
ily accurate, as far as the Dune novels are 
concerned, where factions carried on 
despite the death of their main leaders. 
Liet Kynes, the leader of the Fremen, was 
left to die in the desert by the Harkonnens 
halfway through the first novel. His death 
did not cause the Fremen to break up or 
dissolve. On the contrary, the Fremen 
went on to do bigger things under the 
leadership of Paul Muad'Dib. When the 
Baron Harkonnen was killed in the battle 
of Arrakeen towards the end of the first 
novel, his nephew Feyd-Rautha assumed 
leadership of what was left of the Harkon- 
nen faction. (He lost it to Muad'Dib in a 
Kanly Duel a few pages later.) When the 
Reverend Mother Mohiam was executed 
at the end of the second novel, the Bene 
Gesserit order did not dissolve or lose 
their influence. When the Emperor Shad- 
dam IV died in exile on the planet Salusa 
Secundus, his daughter Wensicia Corrino 
carried on the fight throughout the third 
novel using espionage, occasional Sar- 
daukar uprisings and an assasination 
attempt on the children of Muad'Dib 
(which failed), in hopes of getting her son 
Farad' n on the throne to restore the Cor- 
rino dynasty. The point of the matter is 
that when the main leader dies, die faction 
continues on. 

Alter Section VII of the rules for THE 
DUEL. If your Main Character Leader is 
killed in battle on Dune, in a Kanly Duel, 



or in a War of Assassins, your faction is 
not out of the game. You still maintain 
your holdings and all spice in your pos- 
session. However, your faction will lose 
certain advantages and/or have certain 
limitations laid upon it (see below). These 
advantages will be restored and the limita- 
tions will be removed only when the Main 
Character Leader is revived from the 
"tanks." A player may revive (for the 
usual cost) his Main Character Leader on 
any turn in which he has at least one 
Leader alive. If a player has only his Main 
Character Leader left alive, then he may 
start reviving his other Leaders at the rate 
of one per turn. 

When all of the Leaders, including the 
Main Character Leader, of a faction are in 
the tanks at the same time, that faction is 
out of the game. All of that faction's 
tokens are removed from the board and all 
treachery cards are discarded. The 
Harkonnen retain captured Leaders. 

Organizations such as the Bene 
Gesserit, the Lansraad and the House Cor- 
rino each have many contenders for the 
top leadership position when it becomes 
vacant. Thus each faction will have an 
internal succession war to fill the seat. In 
DUNE, this means that the player's fac- 
tion has many smaller factions within the 
main one which are not acting as a unified 
whole. This in turn brings on restrictions 
and causes advantages to be lost. Edrie is 
a third stage Guild Navigator who is the 
manager of Guild operations on Dune and 
in the surrounding space. In the event of 
his death, local Guild operations suffer 
disruption but not at a catastrophic level. 
The smugglers and lower level navigators 
take more than their share of the spice, 
using the disruption as a cover for their 
embezzlements. Baron Harkonnen holds 
all secrets to himself. While some of his 
lieutenants, such as Feyd-Rautha and Piter 
DeVries, may know some of those secrets, 
they are usually the same few secrets that 
the Baron will share. When the Baron 
dies, knowledge of traitors in his pay and 
of how to get extra weapons (treachery 
cards) is lost and can not be regained until 
the Baron is brought back to life. Paul 
Muad'Dib is the gifted individual who 
gives the Atreides faction its advantages. 
When he dies, all of those powers go with 
him and will not come back until he is 
brought back to life. Liet Kynes is a leader 
who brought all of the Fremen sietches 
together as a united whole. When he dies, 
various Fremen groups go back to their 
sietches. Only when Liet Kynes is brought 
back to life will the Fremen again have a 
fanatical leader to whip them up into a 



20 



religious frenzy and transform the war 
into a Jihad. The Ixian Inquisitor coordi- 
nates die operations of all lxian military 
forces. When she dies, the various military 
units act in an uncoordinated fashion and 
various Ixian functionaries embezzle 
spice into their own private fortunes. 

Each faction's advantages are reduced 
whenever lacking its Main Character 
Leader in the following ways. 

Fremen. If Liet Kynes is dead: 

• Token revival isn't free, but instead costs 
two spice per token (to the spice bank). 

•Fedaykin counters on the board are 
treated as regular troops. Fedaykin in 
reserve are placed in the tanks. 

Atreides. If Paul Muad'Dib is dead: 

• The Kwisatz Haderach may not be used. 
Note: Paul Muad'Dib is also killed when 
the Kwisatz Haderach is blown up in a 
Iasegun-shield explosion. 

• Treachery cards can not be previewed. 

• The top card of die Spice deck cannot be 
previewed. 

• You may not force your opponent to 
show you any clement of his battle plan 
nor allow your allies the same privilege. 

Harkonnen. If Baron Harkonnen is dead: 

• Only one of the four traitors picked at 
the beginning of the game may be used. 
The Harkonnen piayer must Tecord 
which traitor is the active one at the time 
the Baron is killed. That active traitor 
must be a revealed one if any have been 
revealed. The others are inactive. 

• You may not pick up the extra treachery 
card when you buy one. 

• You may not randomly select one leader 
from a loser of a battle for any purpose. 

Guild. If Edric is dead: 

• You must take your move when it occurs 
in sequence. 

• Your allies must pay one spice for each 
token shipped to a stronghold and two 
for shipment to a n on -stronghold. 

• All spice paid for shipment of tokens of 
your allies are paid to the spice bank. 

Emperor. If Emperor Shaddam IV is dead: 

• All spice paid for treachery cards goes to 
the spice bank. 

• Sardaukar counters on the board are 
treated as regular troops. Sardaukar in 
reserve are placed in the tanks. 

Bene Gesserit. If Reverend Mother 
Mohiam is dead: 

• Your faction loses the power to coexist 
with other factions in the same territory. 



All tokens on the board are treated as nor- 
mal tokens. 

• You may not ship one token free with 
another faction's shipments. 

• You may not "voice" an ally's opponent. 

Lansraad. If the Speaker of the Lansraad 
(see insert) is dead: 

• You lose the power to influence the other 
major powers during the revival/move- 
ment and battle rounds. 

• You lose the power to restrict non-sietch 
territories to other major powers. 

boons. If the Inquisitor of the Ixian Con- 
federacy (see insert) is dead: 

• Your tokens may only move one terri- 
tory per turn. 

• You may not receive your automatic ten 
spice per turn. They are considered to 
be lost. 

• The Inquisitor cannot be revived for 
free. 

Bene Tleilaxu. This power does not 
get a Main Character Leader. The only 
change to the Bene Tleilaxu rules is that 
they may not make traitors of Main Char- 
acter Leaders who are revived from the 
tanks. Having no leaders, the Bene 
Tleilaxu may not participate in Kanly 
duels and Wars of Assassins nor may 
they threaten any player with Kanly. 
They do not get dueling cards. 

When using the Bene Tleilaxu variant, 
only the Fremen, Harkonnen, and the 
Atreides players have to pay the Bene 
Tleilaxu to bring their Main Character 
Leader back from the tanks. The other fac- 
tions pay their spice to the spice bank to 
bring their Main Character Leaders back 
from the tanks. 

HARVEST FOR NINE 

The following rules apply THE SPICE 
HARVEST expansion rules to the Ixians, 
the Lansraad and the Bene Tleilaxu. 

Ixians. If the Ixians are the Manager, all 
Harvest card values that the Ixians draw 
are increased by 50 per cent (fractions 
rounded down). For the record, the home 
planet for the Ixians is the planet Komos, 
better known as Ix. 

Lansraad. If a Dune Manager is 
relieved of his duties, the Lansraad may 
block the appointment of the new Man- 
ager. In this case, then it is the second 
player to the right of die old Manager 
who becomes the new Manager. The 
Lansraad may not block the automatic 
appointment of the Frcmcn to the Dune 
Manager position brought on by the 
appearance of a Worm in the Harvest 
Deck. For the record, the Lansraad has 



no home planet, but their main headquar- 
ters is on the planet Kaitan which is also 
the seat of the Imperial Court. 

Bene Tleilaxu. The Bene Tleilaxu may 
get their ten spice like everybody else 
does in the module. They may give spice 
to one or more other players before the 
players determine who will be the first 
Manager in return for future considera- 
tions during the normal game. Any spice 
left over at the end of the Spice Harvest 
"section" of the game does not have to be 
turned in; instead, it is the spice with 
which the Bene Tleilaxu start the normal 
game. The Bene Tleilaxu do not receive 
any spice during harvest distribution nor 
do they bid for any Access cards. For the 
record, the home planet for the Bene 
Tleilaxu is the planet Tied ax. 

NEW TREACHERY CARDS 

Semuta Drug — used as a poison 
weapon. This weapon is played in a bat- 
tle normally and can be blocked by a 
snooper. If not blocked, it does not 
immediately kill the opposing leader. 
Instead, it reduces the fighting strength 
of the leader by one. The Semuta card 
remains with the leader after the battle, 
unless the leader is killed. At the begin- 
ning of each following game turn, that 
leader's fighting strength is further 
reduced by one until the turn reaches 
zero, in which case the leader is sent to 
the tanks and the Semuta card is dis- 
carded. Such a leader is revived normally 
and at full strength. Leaders who have a 
Semuta card on them lead battle and duel 
at their reduced strength. When the 
drugged leader is killed, the winner of 
the battle collects only the amount of 
spice equal to their current reduced 
strength at the time of death. 

Semuta is a powerful narcotic derived 
from the Ellaca Drug. One dose causes per- 
manent addiction. The drug causes the 
addict to slowly lose his or her abilities as 
the addict spends more and more time in 
drug-induced euphoria. Addicts do not die 
from the drug itself but from deprivation of 
food, sleep and other necessities that the 
addict denies himself. 

Stone Burner — used as a special 
weapon. This weapon, played normally in 
battle, automatically kills an opponent's 
leader and all of his tokens in the territory, 
plus the friendly leader. Both players may 
use shields to protect their leaders against a 
stone burner, but all of the opponent's 
tokens are still removed to the tanks. A 
player who uses a stone burner in battle 
still loses the number of tokens he dials for 
the battle. If a lasegun/shield explosion 



occurs in the same battle, the lasegun/ 
shield explosion takes precedence, 
destroying all leaders, tokens and spice in 
the territory. Optional rule: Unless a 
Karama card has been used in the same 
battle to prevent Atreides prescience, Paul 
Muad'Dib is not affected by the blast of 
the stone burner. 

A stone burner is a small nuclear 
device which is used to bore through 
solid rock. While not a very powerful 
explosive device, it emits a particular 
radiation over a wide radius, which per- 
manently blinds any unshielded person, 
thus neutralizing any force in the vicin- 
ity of the blast. In Dune Messiah, Paul 



was so blinded, but used prescience and 
the eyes of his children to function. 

CLARIFICATIONS 

All but the Ixians, Guild and Tleilaxu 
are assigned dots. These three take perma- 
nent seats at the table to fix the treachery 
card bidding order. The Guild fights in the 
same order in which it moved. The Guild 
can not move before the Ixians, who 
always move and fight first. 

When the Atreides are in the game, the 
Atreides player may either use the Kwisatz 
Haderach counter or the Main Character 
Leader disc once during the battle round of 
each game turn. He may not use both dur- 



21 

ing the same battle round. The Kwisatz 
Haderach counter may not be used in a 
Kanly Duel. Exception: The Main Charac- 
ter Leader and the Kwisatz Haderach 
counter could be used in multiple battles in 
the same territory during a battle round, but 
only one or the other could be used in a 
particular battle. 

In the situation in which both the Bene 
Tleilaxu and another player declare the 
same leader a traitor at the same moment, 
the Bene Tleilaxu claim takes precedence. 
Leaders can not be declared as traitors 
when they are in a Kanly Duel or a War of 
Assassins as fighters or supporters. 



CONTRACTING THE EXPANSION 

By Stuart K. Tucker 



Sometimes it is hard to find the time or 
opponents to play the full-fledged game of 
DUNE, with all of its expansions and vari- 
ants. Even widi the time, differences in player 
knowledge may lead to unsatisfactory imbal- 
ances. Yet, you'd like to use more than just 
the Treachery cards from the expansion. Here 
are a few suggestions to make more palatable 
the use of these extTa goodies, 

ACCESS VARIANT 

While THE SPICE HARVEST module 
adds an enjoyable dimension to DUNE, it 
adds considerably to the playing time. You 
can "spice up" your play of the game without 
adding much to the playing time by altering 
the use of Access cards in THE SPICE HAR- 
VEST to establish a variable setup. No longer 
do you have to start each game in the same 
setup locations, nor do you have to take the 
time to play through five spice harvests to 
alter the setup. This variant has the advantage 
of allowing players to initially jockey for their 
stronghold starting positions, while only 
adding a few minutes to basic game playing 
time. 

Ignore rules IV through V.3 of THE 
SPICE HARVEST. Instead, shuffle the Access 



card deck and deal an equal number of cards 
to each player (but no more than five cards 
with six or fewer players and no more than 
four cards with seven or more players). The 
Bene Tleilaxu receives none. The Emperor 
then draws one extra card. The Atreides 
player then may pick a random card from any 
other player, giving that player a chosen card 
from his own hand. The Harkonnen player 
may decide to receive two extra cards, but in 
that case must draw a card randomly from the 
Harvest deck. If that card is a worm, he for- 
feits and discards his Access cards, including 
the extra draws. The Fremen player then 
openly selects one of the discarded Access 
cards and adds it to liis hand. 

Play then proceeds immediately to "IV. 4) 
Trading" and continues as described in the 
rules of THE SPICE HARVEST. After all 
players have placed their tokens in strong- 
holds they have won (and negated tokens into 
reserve), the Fremen may place additional 
tokens on False Walls West or South, as long 
as he retains at least ten tokens in reserve. 

Players should beware taking all of their 
Access points as Spice, as this may open the 
way to a first turn victory, especially by a 



Guild player using a Karama card to stop one 
shipment. Early stronghold access, no matter 
how risky, should not be undervalued, 

INFLUENCE RESTRICTIONS 

The Lansraad powers, as published, upset 
die delicate balance of the game. The follow- 
ing changes bring the powers into better bal- 
ance. 

• Restrict the use of the Influence advantage 
such that ii can not be used to order the 
same player to hold in place in two consec- 
utive turns. 

• Change the Influence advantage during a 
bailie round (Lb.) to affect the Bene 
Tleilaxu alone, who thereby cannot spring 
their traps. 

The Lansraad does have Influence over 
the Ixians. 

The Lansraad remains a potent player to 
be watched carefully in a game using alliance 
rules. At least with this rule, he can't blud- 
geon one player out of the game, though the 
every- other- turn use of Influence against one 
player can still be a mighty inducement to 
join the Lansraad in alliance. 



->— >-^-^-^- (from p. 16) 

Thus, our experience says to bet on the 
Ranger, Titan and Warlock to generate the 
best chance of attaining victory. However, 
take this advice with great caution. You 
must get the right cards and count the cards. 
You have to watch the distribution of the 



bets (as well as play order tied to that dis- 
tribution). Finally, you have to play the 
game over and over again to get an intuitive 
feel for what card or cards need to be 
played at the appropriate times, especially 
to change the chances of a round ending. 

TITAN: THE ARENA comes in a small 
package and has the right price. Our 



group's experience with it has been nothing 
less than repeated joy. We heartily recom- 
mend it even to the die-hard grognard. It'll 
play out in a lunch hour, and it brings the 
wife and kids into the hobby. 




By Alan Applebaum 



Swiss Elimination 



Alan Applebaum is a well-known hobby 
name. His writings have graced the pages of 
The GENERAL and other hobby publications 
numerous times. He is a top competitor, and a 
regular GM. Alan and J have been friends and 
rivals since AvalonCon '91. Alan has been my 
sharpest critic, yet his input remains more than 
welcome. — Glenn E.L. Pelroski 

A gamemaster (GM) for a face-to-face tour- 
nament faces a number of challenges in planning 
the event. 

* Each player should get a chance to play at least 
a few games, 

* the format should reward skill as much as pos- 
sible, 

• the tournament must fit into a predictable time 
slot, 

• odd numbers of players must be handled, 

* players leaving and showing up unexpectedly 
must be handled, 

■ the final standings should be definite (avoid 
ties in final rankings), and 

• players should neither be rushed nor forced to 
wait many hours for a game. 

No format will solve all these problems. At 
AvalonCon, I have run five two-player tourna- 
ments: WAR AT SEA four times and BREAK- 
OUT: NORMANDY once. The format I will 
describe below is a result of the lessons learned 
in those five tournaments. It is far from perfect, 
but I think it is about as close as you can come 
given the limited time available for a face-to- 
face tournament. 

Swiss elimination (Swiss Elim) is a combi- 
nation of the Swiss system and single elimina- 
tion, A Swiss system is a tournament in which 
all the players play a fixed number of rounds. 
Each round, each player is matched against a 
player who has the same win-loss record. At the 
end of the fixed number of rounds, the player 
with the best win-loss record is the winner. In 
some Bridge and Chess tournaments, each 
player is required to play all the rounds, but in a 
wargame tournament this is neither practical nor 
necessary, 

Swiss Elim begins as a Swiss System, but 
after the Swiss rounds are completed, the lop 
four players (or eight, for a very large event) play 
single elimination rounds to determine the win- 
ner. Swiss Elim seems to combine the best fea- 
tures^ — and avoid the worst — of both Swiss and 
single elimination. 

Number of Rounds. Ideally, you should 
schedule enough rounds so that a player who 



loses a game still has a chance to qualify for the 
semifinal. Otherwise, the event suffers from one 
of the major defects of Single Elim — namely, 
that players who lose in the first round have no 
chance to win the event. Unfortunately, the only 
way to guarantee that every player with only a 
single loss will qualify is to play an unacceptable 
number of rounds. The best compromise is to 
ensure that most of the one-loss players will 
qualify. I recommend the same number of 
Swiss rounds as you would need for a single 
elimination tournament— that is, four rounds 
for 9-16 players, five rounds for 17-32 players 
and six rounds for 33-64 players. For the elim- 
ination round qualifiers, the tournament will be 
one or two additional rounds, which can be 
scheduled at the players' convenience. For 
example, assuming no tied games and no drop- 
outs, if you have 32 players, after five Swiss 
rounds, one person will be undefeated, five will 
be 4-1, ten will be 3-2, ten will be 2-3, five will 
be i-4, and one will be 0-5. Your four scmifi- 
nalists for the elimination rounds include the 
undefeated player, plus three of the five players 
who are 4-1. Therefore, you will need a tie- 
breaking mechanism. 

With enough Swiss rounds, you have created 
a tournament in which any player losing an early 
round will have a better-tban-cven chance to win 
the tournament, if he wins the rest of his games. 
That should be enough incentive to keep most 
people playing until they have two losses if they 
are at all serious about the game. If you have to 
advance someone with two losses to the elimi- 
nation rounds, that's fine too — he will be a 
deserving champion if he beats the competition 
in those rounds. 

Length of Round. Probably the toughest part 
of running a Swiss system is that, with a few 
exceptions, no one can start a round until all the 
games in the previous round are done, because, 
unlike in single elimination, the pairings for 
each round cannot be done without the results of 
all of the games of the last round. In order for the 
system to work, you must either allow enough 
time for even the slowest players to finish, or be 
willing to adjudicate games. If you are running 
three games per day, you must limit the rounds 
to five hours each, If your game does not lend 
itself to adjudication, you are going to have a 
difficult time. Be sure to have a committee of 
three (including yourself and two known expert 
players, if possible) to adjudicate games so you 
don't have to bear the entire responsibility. 



My toughest challenge as a GM using 
Swiss has been to impress upon players the 
need for a strict time limit. Hourly time 
announcements may be of marginal use, but in 
practice, you have no means of enforcing a 
time limit unless the game is one that lends 
itself to the use of a chess clock. Even then, 
few GMs could provide one for all players. 
One suggestion is to make the first round or 
two longer than your "standard" round, on the 
theory that the slowest players are the inexpe- 
rienced ones who will only play a round or 
two. I generally don't impose any time limit on 
the semifinals and final. However, you cannot 
afford to accommodate the slowest players at 
everyone else's expense. 

Choosing Sides. Next up is the question of 
how sides are chosen. Generally, there will be 
a consensus among experienced players of 
any wargame that one side or the other is 
favored using the standard victory conditions. 
Don't try to assign sides. If you are lucky, 
your top players may get to play each side 
approximately the same number of times. 
However, generally one or two players will 
get the favored side for most, if not all, of 
their games. The GM can ensure that each 
player gets the side he wants through a simple, 
elegant mechanism: the auction. This "free 
market" approach is preferable to attempting 
to adjust the victory conditions yourself to 
create game balance. 

Almost all modern wargames have some 
kind of point system for determining victory. 
The players "bid" points if both want the same 
side. Without such a point system, the players 
can "bid" forces instead, within reason. This 
can be done incrementally, or through a single 
"blind" bid. With the incremental system, the 
option passes back and forth. In a blind bid, 
each player writes down a single bid. The 
blind bid can give one player a huge and 
unnecessary windfall. Either way, you should 
record the bids for each game, so that each 
player can see what his opponent did earlier in 
the tournament. 

Pairings. Everyone plays someone with an 
identical win-loss record, if possible. You start 
by pairing the undefeated players. If you have an 
odd number of undefeated players, one of them 
is paired against a player with one loss. If you 
have an odd number of one-loss players remain- 
ing, you pair the last one with a player with two 
losses, and so on. 

With regard to matching people with identi- 
cal records, the traditional, hard-boiled approach 
is to match the presumed best player against the 
presumed worst player. The advantage of this 
system is that it preserves the key matches 
between the best players until the end of the 
Swiss segment, so that they don't knock each 
other out of contention early, allowing an 
unknown player with a weak schedule to sneak 
through to the elimination rounds. 1 freely 
acknowledge that some may regard this as a dis- 
advantage, not an advantage. The major disad- 
vantage is that the early matches will be mostly 
onc-sided affairs that discourage the newer or 
marginally interested players. 

The reverse approach is to match best 
against second-best, third against fourth, etc. 



This may annoy some of the top players who 
may feel either that they shouldn't be handi- 
capped with a tougher schedule, or that the 
elimination rounds will be anticlimactic 
because all the key games will have been 
played early. Most weaker players will appre- 
ciate a few games at their own level, however, 
and some top players may even be glad to 
know early in the tournament whether they are 
going to do well so that they have the option to 
play something else. Reasonable people can 
differ, but ! think a tournament is more exciting 
for players and spectators alike if the top play- 
ers face each other at the end. The whole issue 
is much less significant for Swiss Elim than for 
straight Swiss, because, in a Swiss Elim, the 
semifinals and finals will be climactic anyway. 

For a game with a short history (or suspect 
player ratings) a random draw is as good as any- 
thing. However, if you are going to take player 
strength into account to make the pairings, you 
need to rate the players. Now that game-specific 
AREA ratings exist, they are a reasonable 
method of rating players as long as they cover at 
least ten or so games. Personally, I prefer to use 
past tournament performance, primarily because 
AREA ratings have a heavy PBM component or 
may reflect someone preying repeatedly on a 
small number of weak opponents. A third 
method, possibly the most controversial, is to 
ask the top tier of players to rank the lop half of 
the field by secret ballot (each player excluding 
himself, of course). I would say this is the most 
accurate method for a game with a long history, 
but takes extra time. Some GMs. instead of 
using the pre-tournament ranking, match players 
within by Swiss Points accumulated at that point 
in the event (described below), but this too is a 
time-consuming exercise. 

Odd Number of Players. I believe that if a 
bye is needed, the lowest-ranking player in the 
lowest score-group should get it, I believe fair- 
ness requires that a bye be treated as a win; play- 
ers should not be penalized through no fault of 
their own. Giving the free win to the lowest- 
ranked player is less likely to affect the stand- 
ings of the top finishers. A better solution is to 
have a volunteer available to even out the field 
(if that is you, be sure to have assistant GMs 
handle situations involving you). 

A related problem is that, at wargame tour- 
naments, people tend to come and go without 
warning. You must make it clear to your play- 
ers that if they are not present within a few 
minutes of the announced starting time for a 
round, they will be presumed to have dropped 
out. Similarly, if someone walks on after the 
First round, or skips a round and returns later, 
he should play only if there is an odd number 
of players without him. 

Breaking Ties. Personally. I am content to 
be lied for fifth, sixth, seventh and the like, 
without worrying too much about it (and the 
AvalonCon prize structure treats fifth through 
eighth alike, so within the same prize level the 
GM may just decide not to break ties). How- 
ever, ties for the last qualifying position for the 
elimination rounds are a serious problem. If 
you have just two players who are tied for the 
last qualifying position who have played each 
other already, its easy — the head-to-head win- 



ner advances. If you have twice as many tied 
players as positions (for example, four players 
tied and two positions available) or two players 
who haven't played each other, ihe best answer 
is to add a playoff round for the tied players 
before the semi-finals and finals. 

However, often you won't have time for that, 
or you will have three players tied for one or two 
qualifying positions. If your game has "points" 
you can break ties by giving out Victory Points 
(VP) for each game. For example, in my WAR 
AT SEA tournaments I required a player to win 
by 2 Points of Control (POC), after adjusting for 
the bid, to get the maximum 10 VPs for tourna- 
ment ranking. A win by 1 POC gained 8 VPs 
while a tie gained 5 VPs. WAR AT SEA was not 
too well suited to this form of tie-breaker 
because a win by exactly 1 POC was such a rare 
event that ties among contenders were rarely 
broken. Other games like BREAKOUT: NOR- 
MANDY, with a VP scale that only goes in one 
direction, also have some trouble with this 
method — you can measure by how much some- 
one "beat the bid," but this may work asymmet- 
rically to favor one side or the other. The more 
points in the game, the belter the system works 
because players with equal win-loss records arc 
more likely to have differing VP scores. 

Another method is "Swiss Points," whereby 
players with tougher schedules will rank ahead 
of others with identical win -loss records but 
weaker schedules. Rank would be determined 
by the total win- loss record (or just win record), 
of either all their opponents, or just their victims. 
This method should be used only as a last 
resort, because the strength of competition is 
not in a player's control. Also, a player's ^kill is 
being measured over too short a period of time. 
In any case, any Victory Point or Swiss Point 
tie-breakers should not allow a player with a 
worse win-loss record to finish ahead of a 
player with a better win- loss record. 

Nuts and Bolts, Plan to arrive at the game site 
early, especially if using player rankings to 
establish matches. When players begin to arrive, 
hand them an entry slip, which should ask the 
players for their name and address (you should 
already possess their ranking). Write the player 
ratings on the slips and sort the entry slips in 
order of player rating. Each player gets a num- 
ber indicating his relative rank (the top-ranked 
player is Player 1, the second-ranked player is 
Player 2. etc.) After all the players with ranking 
have been entered, assign succeeding player 
numbers to unrated players at random. Then 
write the names on your master chart in player 
number order. 

As each game result comes in, transfer the 
win-loss or VP results to your master chart. Fif- 
teen or twenty minutes before the end of the 
round, circulate among your players and adjudi- 
cate any games still in progress. Ideally, at least 
five minutes before the start of [he next round. 
you should have all the results. At the pre- 
announced lime for the next round, you call the 
roll of all players who gave you a result in the 
last round. 

Once all the Swiss rounds have been com- 
pleted, ihe Lop four players play Single Elim. (f 
exactly two of the four have played each other, 
split them up for the semifinal. Otherwise, you 



23 

>lnuilil reward ihe player with the besi Swiss 
record by pairing him against the player with the 
worst Swiss record of the four, or let the top 
qualifier choose his opponent from among the 
other diree. 

Well, that is how it is done. All of my tour- 
naments have run fairly smoothly, everyone gets 
to play as many rounds as they want, anyone can 
quit whenever he wants, no one gets assigned a 
side he doesn't want, and skill is rewarded to the 
greatest extent possible. 

— Alan Applebaum 

Thank you, Alan. 

At your service, 

Glenn E. L. Petroski 

6829 23rd Avenue 

Kenosha, Wisconsin S3 1 43- 1233 

Home phone: 414-654-5044 

Em: GELP@Juno.com 

LADDERS REPORTING IN: 

ADVANCED THIRD REICH: Michael 
Reffue wants to know if there is sufficient inter- 
est for an email competition. Contact him at 
6800 NW 39 Ave. #392, Coconut Creek, FL 
33073 or 954-570-7755 ormreffue@icanect.net. 

AGE OF RENAISSANCE. This is Jared 
Scarborough's game. He really wants to put 
together a pbm competition in this one. Who is 
interested? Jared Scarborough, 1 Scarborough 
Road, Payson, 1L 62360-9743. 

EMPIRES IN ARMS: Experienced GM 
searching for players to begin a new game. 
Lance Jones, 3095 Robbiedon, Memphis, TN 
38128 or 901-372-7890 after 6pm CDT. 

GANGSTERS: John Pack is looking for 
some "Untouchables." Believes diat he can run 
a competition either pbm or email. Bring your 
long-range squirt guns! Contact John at 1216 E. 
Tamara St., Sandy, UT 84094-4039 or 801-523- 
0571 orJPACK@sisna.com. 

THE RUSSIAN CAMPAIGN: BJ Bjorum 
hands over the pbm ladder to Larry Earhart, 
I 1 I I Bagby, Suite 2020, Houston, TX 77002 
or 28 1-26! -9504. Most of you know that BJ 
has struggled with a myriad of personal 
tragedies over the past two years. We all salute 
him and pray that his situations will abate in 
the near future. 

Unlimited CIVILIZATION: William Lentz 
has taken over organization from Jared Scarbor- 
ough. Still searching for enough interested par- 
ties to put together a few pbm games. William 
D. Lentz. 104 Pulley Road, Havelock. NC 
28532-2526 or 919-447-8246. 

VICTORY IN THE PACIFIC: John Pack has 
an e-mail competition up and running! Contact 
John at 1216 E. Tamara St.. Sandy, UT 84094- 
4039 or 801-523-0571 orJPACK@sisna.com. 



24 



It Doesn't Get Any Better 
T&an TMs...Until Next Year 



The AvalonCon '97 Report 

By Stuart K. Tucker 




w 



ell , 
too. 



a plaque or two would be nice. 



I always approach a convention with a 
certain amount of foreboding. I have had such 
great experiences in the past, that I try to be real- 
istic and expect a few things to go wrong. The 
typical convention has dealers' rooms (maybe 
nothing of interest will be for sale this year). It 
has auctions (maybe the prices will be outra- 
geous or the whole collecting thing will be 
falling on its face). It has boardgame tourna- 
ments (maybe my favorites won't be offered— 
or worse, the convention will be overrun by non- 
boardgamers, and no games will be offered). 
Yes, the typical convention offers so many 
things that quality control is a real issue. For the 
dabbler, it usually works out fine in the end, 

AvalonCon is not the typical convention. 
Opening up the pre-registration form, you will 
not find mention of dealers and auctions. You 
won't even find some of your favorite games 
(we forgive those who don't buy exclusively 
from Avalon Hill). You won't be wondering 
which hotel is closest to the convention center, 
arena or other featured hotel which at a typical 
convention harbor the three-ring circuses that 
big conventions have become. You will be 
pleasantly surprised by the modest room cost 
and the centralized location of all events within 
a single hotel. 

Most astounding of all, however, is the num- 
ber of board game events at AvalonCon — each 
with no limitations on the number of entrants 
and no ticket price. Over 100 different events are 
offered over a five day period. Astoundingly 
enough, they are all run by volunteer game mas- 
ters (GMs) who show up and slick with their 
events. Did I mention that there is no event 
price? One registration price covers all. That 
means convention-goers can rush around and 
enter as many events as they can, without worry 
about price or being bumped out of the tourna- 
ment by entry limits. All you have to do is show- 
up on time. 

From past experience, 1 knew that attending 
AvalonCon' 97 would also mean playing in well- 
attended events — none of this "ghost event" 
stuff you sometimes see at other conventions. 
My favorite game events usually gather 25-70 
participants, ensuring a pleasurable time playing 
games. The GMs show. The players show. The 
space is well managed to ensure reasonable 
room and tables for each event, AvalonCon 
emphasizes the game-playing environment of 
your dreams. Here, you get a high concentration 
of people who want to play the same games as 
you. That's entertainment. 

Still, I approached AvalonCon' 97 with a lit- 
tle apprehension. Having not chosen a central 
focus in advance, 1 was still in a quandary as to 
which of the many events 1 should attend. In a 
way, this is an advantage of AvalonCon. For 




other conventions, I typically pre- register 
months in advance, and, by the titne of the con, 
1 am often not in the mood for the particular 
event for which I purchased a ticket. At least at 
AvalonCon I can change my mind, rush to a 
room by an event start time, and still get to play. 
I find this aspect of AvalonCon very appealing. 

So why worry'? I am still kicking myself for 
not volunteering to be a GM. By being greedy 
and wanting to play in events tnore than running 
them, 1 unwillingly allowed the most egregious of 
axons to happen; my top two priority events were 
offered at the same time. Now, mind you, I try to 
play in a dozen or so events at AvalonCon. Miss- 
ing one is not exactly the end of the world. 
Nonetheless, I refused to decide between DUNE 
and HANNIBAL: ROME VS. CARTHAGE until 
the last minute (still hoping an alternate reality 
would kick into gear). The choice was so diffi- 
cult, I nearly decided to "punt" and play 
EMPIRES IN ARMS for five days straight 
instead (something that I've always wanted to 
do). I nixed that idea due to the job. I am the 
standby GM in case disaster or delinquency 
befalls an official GM — a remarkably under- 
worked role at this conveniion. In fact, for two 
years running, no event has gone without an 
official GM and only once have I had to depart 
a game (a pickup one at that) midstream to go 
fill in (and that was simply to teach beginners 
during the hour before the event). 

Yes, I could count on lots of playing time. 
The question was what not to play. The choices 
were so delectable. In the end, I made the strate- 
gic choice to enter many short events and to 
emphasize the kinds of games thai my gaming 
group at home doesn't play (sports, for 
instance). Truth be told, I planned my conven- 
tion around losing. In this manner, I wouldn't go 
through the heartache of playing well for half a 
tournament, but losing long before getting "into 
Ihe money." [f I were to win a multi-round tour- 
nament, I'd end up playing far fewer games and 



probably be sick of the 
game I played repeat- 
edly. Of course, I am a 
glutton for plaques and 
would continue playing 
any game which met 
with victory. However, I 
can remember many a 
previous conveniion where 
I wondered if I really wanted to play HISTORY 
OF THE WORLD three times in 24 hours. 

Pulling out the pre-registralion form and 
scratch pad, 1 jotted down the starting times of 
first-round heats for every short and sweet event 
I might care to enter, should a time slot be avail- 
able. I committed to my team members to play 
MARCH MADNESS (on the theory that a two- 
player game would give a belter chance of scor- 
ing points for the learn than a multi-player diplo- 
matic game in which name identification could 
be my undoing) and consequently planned to 
enler two of its heals. With four heats from 
which to choose, that really didn't limit my 
other game options much at all. (1 am happy to 
report that the multiple heat format is likely to 
play a larger role in future AvalonCons.) 

I then highlighted those events that con- 
flicted least with others and seemed to be rea- 
sonably high priorities. Thursday morning 
events turned out to be in the most conflict (few 
having alternative heats to attend), but i was 
already in a quandary for thai lime slot (DUNE 
vs. HANNIBAL). 1 tossed overboard any hope of 
playing CANDIDATE, MAHARAJA and KING- 
MAKER and searched for alternative time slots 
for the other games. That put TYRANNO EX in 
direct conflict with one heat to AGE OF 
RENAISSANCE and the other heats were a no 
go, too. 1 wanted the mbber match with Bruce 
Reiff in FOOTBALL STRATEGY and had to 
teach the new rules of STOCK MARKET GURU 
(limiting the choice of heats, yet again, and 
removing the chance to play REPUBLIC OF 
ROME). Given the late-night schedule of sports 
games, I was going to have a tough time fitting 
TITAN: THE ARENA in the schedule if I didn't 
give it priority, so I locked myself into its Thurs- 
day night heal, leaving time to hit the PRO 
GOLF circuit at 1 1pm. Six games in two days, 
and I was just rolling up my sleeves. Let's see, 
what happens if I win anything in those days? 
Fortunately, the finals for each seemed to be at 
manageable times later in the weekend (usually 
Sunday morning). 

Friday was the big day for two heats of 
MARCH MADNESS and anything else thai fit 
in between or after (maybe some AIR BARON. 
maybe CIRCUS MAX1MUS, possibly 
DECATHLON). Then, I received the call. A 
good old friend wants to swing by to see me 
and an oui-of-town friend at one spot, so din- 
ner it was. Dinner? Who eats a sit-down dinner 
at AvalonCon? I haven't in four years straight, 
Hah! This can be pushed into the more appro- 
priate "midnight snack" dash to the local 
1HOP. So, I lose a little sleep— I doubt I'll 
notice amidst the rest of the planned sleep 
deprivation. Have I mentioned that I usually 
corral some friends after the formal events for 
a little pickup play around midnight? Thai 
reminds me. Always, always bring a reliable 
alarm to AvalonCon. 



25 



Saturday's schedule would probably accom- 
modate WE THE PEOPLE, PAY DIRT, WIN, 
PLACE & SHOW and SLAPSHOT. If all went as 
planned (that is, defeat in everything), then Sun- 
day was open for GUERILLA (got trounced in 
that last year) or, better yet, DINOSAURS OF 
THE LOST WORLD (playing with my six-year- 
old daughter had given me a greater appreciation 
for the game system for adult play). Somewhere 
amidst all this, I'd hold a meeting with some 
playteslers and make myself available for break- 
fast meetings as necessary. Sleep, you ask? The 
plan called for about five-and-a-half hours a 
night. Very doable, although my WE THE 
PEOPLE game would probably suffer signifi- 
cantly, coming so late in the convention. 

All in all, I turned in a registration sheet to 
Don for about 15 games. At that. 1 had great 
regrets about a number of events which didn't 
fit. No doubt, I'd be lucky if 80 per cent of the 
plan came off as scheduled. 

WEDNESDAY 

While my experience with AGE OF 
RENAISSANCE at Origins the previous month 
made me wonder if 1 wanted to play with any- 
body less experienced at the game, I kept to 
schedule and hit it as well as FOOTBALL 
STRATEGY. 




AGE OF RENAISSANCE ( 1 06 entrants) 

A total of 24 tables of six players each saw the ris- 
ing tide of western civilization triumph during the 
tournament's initial three heats. A semi-final round 
then narrowed the field from 36 (including 16 second- 
place finishers) to six finalists. 

In the final, opening bids were clustered in the 
two-to-thrcc range with a single zero, Mike May, the 
defending champion, quickly concluded deals with 
Paris, played by George Sauer, and London's Brent 
Mingo. Meanwhile, the Italian powers failed to reach 
agreement on who would lake Crete. Genoa bounded 
into an early lead, soon to be pounded mercilessly. It 
was then London's turn to be hammered, following a 
successful reach around the Iberian coast to North 
Africa, coupled with a wool payolT. The Black Death 
soon descended on merry England. 



Unusual moves saw Paris reach the Mediterranean 
through Belgrade and London fail to advance beyond 
a Galley 6 until the game's final turn. At the approxi- 
mate halfway point, Venice had occupied the Black 
Sea along with Hamburg, while Genoa and Hamburg 
shared the E. Med. 

By turn 6, London had the most advances, hut lost 
a War and was hit with Civil War. Genoa Found his 
hand full of leaders with little money available and so 
heaved them all overboard, leaving each unprotected 
from Patronage {Note: Genoa's Misery ended up 
being 1000 — holding the cards would have meant 
Chaos). This allowed George Sauer' s Paris to turn his 
marginal lead into a decisive win with 1761 Victory 
Points, Defending champion Mike May 
came in second with 1508. Bret Min- 
go's London was third with 1191, fol- 
lowed by Stephen Koehler's Venice at 
925. Nick Aimer's Barcelona at 91 1 and 
Phil Mason's Genoa at 346. 

FOOTBALL STRATEGY (32) 

Okay, nobody used the flair Pass to 
nail defending champion Bruce Reiff in 
this year's tournament. However, Bruce 
did accept Stuart Tucker's first-round 
challenge and they sat down for their 
third meeting of their FBS careers (the 
grudge match). Bruce ale up the clock 
wilh his vaunted ball-control offense, 
but it was Tucker's aerial offense and 
his repeated use of bombs on 2nd or 3rd 
and short that prevailed by providing 
the field position necessary to kick four 
field goals and march to an 18-3 vic- 
tory, Tucker's euphoria carried him to a 
nine-point lead against fellow Balti- 
more League member. Bill Geary, only 
to have an unbelievable blocked punt and a crucial 
third down call allow Cleary to pull out a 23-22 
squeaker. Cleary managed to blow away his other 
competition to go to the semi-final against another 
Baltimore Leaguer, Paul O'Neil (who had also scored 
easy victories). O'Niel scored an impressive 37-21 
victory to earn the bid to the final. 

In the other heat, Dave Terry survived close games 
including a 10-9 victory over Jim Vroom to get to the 
semi-final. George Holland snuck past Don Green- 
wood 21-17 in the first round and then rolled tip 
impressive victories on the way to the semi-final 
where he crushed Terry. Holland couldn't put together 
yet one more 33-point performance, succumbing to 
O'Niel 20-17 in the championship game. This makes 
two years in a row that a Holland has lost in the final. 



After a meeting with playteslers of a sports 
finance game at eleven, followed by a relatively 
early bedtime, my day was complete: I -2 for the 
day, and no advances to finals to schedule. 

THURSDAY 

Okay, I snored a bit and my roommate is a 
light sleeper. No big deal. 1 know a fair number 
of gamers at this convention, so without much 
ado, 1 arranged a few bed swaps to ease my 
roommate's plight for the rest of the conven- 
tion, while lying up with a room of people who 
keep the same hours as I — we all turned on lire 
afterburners at midnight and logged hours at a 
few non-Avalon Hill games in the hallways. 
We also joined the TITAN: THE ARENA craze. 
Every convention has its "newest thing," but 
this one truly bowled over participants. The 
first set off the presses arrived on Thursday and 
were sold out long before Saturday morning. 
Every hallway was occupied by sets of four and 



five people playing quick hands of the game 
between tournaments. In the end, the formal 
tournament of TITAN: THE ARENA was the 
convention's largest (126 entrants), but that 
was less than half of the games of it being 
played. I get ahead of myself. 

The morning brought the moment of truth. 
With much anguish. I decided to try to back up 
my pro-Carthaginian boasting and entered HAN- 
NIBAL. Play of the greatest multi-player politi- 
cal/military game of all lime (DUNE) would 
have to await some other time. Besides, I had to 
challenge one of my new roommates to see if 




cither of us could get the HANNIBAL plaque (he 
almost won it last year). Of all the tournaments, 
this was the one I most wanted to win. I have 
never yet tired of playing the game repeatedly, 
hecause each time it has a different flavor, due to 
the strategy deck. Karsten and I split up and 
headed to different ends of the huge pack of 
players registering with the GM standing on the 
chair (if at all possible, we wanted to meet each 
other in the final). If necessary, I'd work out a 
deal with the GM to fulfill my demonstration 
obligations for STOCK MARKET GURU. 

HANNIBAL (52) 

This year's expanded tournament length allowed 
full games to be played in each round. As a result, 
most of the bidding was for control of the favored 
Romans. Nonetheless, Hannibal and his cousins won 
plenty of the games. A number of first-round 
Carthaginian winners had bid for control of Hanni- 
bal, a prae lice ihey stopped when they saw opponents 
giving Ihem PCs for playing Rome against Ihem. 
Using published rules errata, the dealh of Hannibal 
did nol bring games to an abrupt end. Many Roman 
players thus faced the task of surviving againsl very 
daring and desperate attacks by Hasdruhal and his 
many successors. Despite some creaiive taciics by 
Carthaginian players, the early death of Hannibal 
usually led to slow, but definite defeat. 

The championship game between James Doughan 
and Martin Sampler came down to a close province 
count at the start of turn 9, with Hannibal well- 
entrenched in Gallia Cisalpina facing Scipio Africanus 
and l he endless reserves of Roman Droops (in fact, 
except for a minor aberration in Etruria. PCs on the 
board looked much like they do on lum 2 of a typical 
game). Rome could expect to easily reclaim Etruria. 
Carthage had to worry aboul a major move into Spain. 
Alas, the Roman player was dealt a hand of strategy 
cards without naval movement ability. Deciding 



26 




against a long trek to Spain along the coast. Sampler 
did Lhc only option remaining: repeated assaults 
against Hannibal in which both players received about 
the same number of cards (around 1 6). Battle after bat- 
tle resulted in no weaknesses in Hannibal's tactical 
plans, leaving Doughan in control of Gallia and eight 
provinces in Spain and Africa necessary to win by the 
narrowest of margins. 

STOCK MARKET GURU (18) 

This newly-released revised version of STOCKS & 
BONDS caught a few players unprepared for the 
expanded ways to win. Hall-of-famer and one-time 
STOCKS & BONDS champion Ken Gutermuth was 
seen shaking his head after losing in the first round; 
"Buying on margin is no longer the way to win this 
game." Indeed, each preliminary game dealt with 
extremely different business cycles. Nathan Kilbcrt 
narrowly won his game with growth- oriented stocks, 
despite the hyper-inflationary climate which was 
shelling out over 16 per cent earnings per year to 
bondholders (who shrewdly kept plowing interest 
earnings back into bonds, even during bull markets). 
At another tabic, interest rates plummeted to low lev- 
els and stuck, preventing potential bondholders from 
earning money on bond price fluctuations as well as 
interest. In this game, the stocks were more actively 
traded, and a number of players were nailed by busi- 
ness failures along the way. Stryker Oil gamblers at 
every tabic found few opportunities for big profit, 
although the occasional partial position in Suyker 
helped a number of players with fortunale liming dur- 
ing Stryker's unusual countercyclical ups. In the final, 
Debbie Otto was the Wall Street guru who showed 
KJlbert, Danny Robinson and John Quarto how to use 
stock tips, '["he game's designer was seen leaving with 
a smile after losing his first round game, but finishing 
with nearly quadruple his starting cash- According to 
SEC records, none of the players learned the hard way 
the penalties of getting caught osing insider informa- 
tion for their trading. 

TITAN: THE ARENA (126) 

The first heat Wednesday drew approximately 20 
people, many of which were unsure what this card 
game entailed. By heal three and four, the participants 
topped 50 in each heal, some coming back for a sec- 
ond lime. It didn't seem to matter whether people won 
or not. The prevailing factor was that everyone had 
fun! In the end, a fierce game of five players ensued 
from the 25 final round players to determine the grand 



prize winner. The players were so engrossed in the 
game that on more than one occasion the players for- 
got to wield the power of the creature they backed or 
forgot to draw after playing (right Ken?). Congratula- 
tions to the victor, Peter Staab, for his narrow win. 

PRO GOLF (65) 

Occupying the usual raucous Friday night, over- 
stuffed Salon F slot, this tournament gathered another 
strong crowd of dice magicians. To make it to the final 
foursome, contestants played a round at Pebble Beach 
and a round at Augusta. Nothing worse than a score of 
"-7" earned entry into the final. 

The final featured one round of the skins game 
(hole winner taking the points of accumulated unwon 
holes) — with enormous, green, foam dice. Bruce Reiff 
birdied the first hole for the lead. Then nobody could 
win the next seven holes. With eight points and near 
certain victory up for grabs on the ninth hole, Reiff 
cagled. However, Mike Metealf also eagled to deny 
the points. With ten points on the line at the eleventh 
hole, Reiff again eagled, but Metealf came through 
with his own eagle. Meanwhile, Ken Guttermuth and 
Dave Metzger. who spent a number of these crucial 
holes in sand and water, saw victory in dieir grasp. At 
the thirteenth hole, Metzgcr's birdie was enough to 
claim the accumulated twelve points and victory. Gut- 
termuth finished out the round claiming a handful of 
holes, thus pushing the spectacular- shot-hitting Reiff 
and Metealf into third and rourth. 

I managed initially to win in HANNIBAL, but 
success did not last long. Early in my second- 
round game, my Hannibal lost unexpectedly in a 
battle with no place to retreat. 1 managed to 
extend the game to the final turn (largely 
through daring use of Hasdrubal and H. Gisgo), 
but by the start of turn 9, the Carthaginians 
clearly had no chance to recover enough 
provinces. I was only slightly relieved to hear of 
a similar fate for my friend in his third-round 
game. At least, the Carthaginians won the cham- 
pionship game. 

With the print run just beginning for TITAN: 
THE ARENA, our early heats were caught a bit 
off-balance (not enough decks and not enough 
tables for the arriving entrants). We squeezed 
into the room tighter than the survivors of the 
Titanic and I bowed out of a game to become a 
rules teacher. Tough luck — "I coulda been a 
contenda." 

What can be said about PRO GOLF1 1 went 
for the green. After missing the cut for the skins 
game by two shots, I trundled off to bed satisfied 
yet again with my performance: 1-3 for the day, 
no finals. 



FRIDAY 

With no good news reported by my 
teammates (Boys on the Hill), the pres- 
sure to do well was acute. I'd have to 
devote myself to a second heat of 
MARCH MADNESS if! didn't make the 
final four via the morning heat. It 
looked like I might not get out of Salon 
F that day. 



surprise. She emerged victorious from the talent-rich 
first heat with the first bid to the final four champi- 
onship round. Michael Metealf won the second heat 
and Bruno Passacantando won the third (foreclosing 
both efforts by defending champion Joe Diminnie to 
enter the final four). The competition for the final spot 
brought together four new hopefuls and twelve losers 
from previous heats (hoping to gel lucky from low 
draft slots). Editor Smart Tucker's promising second 
effort fell upon the rocks when his opponent's final 
timeout against his Duke 1990 team engineered a 16- 
poinl swing to win the game. One-time champ Bruce 
ReifFs second effort was more fruitful, gaining him 
the final spot. In die semi-final game. Carrie Lewis' 
Cinderella team finally fell. Bruce Reiff defeated 
Bruno Passacantando for his second MARCH MAD- 
NESS championship. 

Meeting with enough success in the morning 
heat to miss an AIR BARON heat, I sat around in 
Salon F playing TITAN: THE ARENA with all 
the other sports game also-rans, awaiting the 
mid-afternoon heat. Then, a worried Don Green- 
wood snagged me for a duty — time to go teach 
the kids how to play PRINCESS RYAN'S STAR 
MARINES. A growing mob was gathering 
before the Junior's event starting time. Arriving 
just moments before the game's designer, we 
dove into the most pro mot ion- hungry pack of 
marines you could imagine. Kid's game? Huh, 
These boys and girls would eat some playtcslers 
alive. Some people think that the Junior's events 
are an exalted form of babysitting. No way. 
These entrants are gamers to the core. I pitied 
the occasional frazzled mother that I saw shut- 
tling to and from such dens of competition. One 
was clearly doing double takes at her checkbook 
after seeing how excited her kids were about 
the games. 

Conventions do have a habit of eliciting 
game expenditures. 1 always come prepared to 
drop a few hundred bucks. Even at AvalonCoti, 
where no other companies are represented, you 
will find a few game sellers playing in the open 
gaming area (often ihey have an assortment of 
used games, but some are pushing their latest 
design). In my case, 1 found a few rare issues of 
Strategy & Tactics to buy. In previous years, a 
handful of European games caught my attention. 
Although I reserve my game collecting for the 
auctions at Origins or GenCon, 1 was not dis- 
pleased by stumbling across these opportunities. 

AIR BARON (1 12) 

This second -year tournament drew another large 
crowd of entrants over the course of four heats. Game 




MARCH MADNESS (47) 

The feminization of basketball fandom 
continued at AvalonCon. Inspired by the 
recent printing in The GENERAL of the 1997 
women's final four (and perhaps a few tele- 
vised women's games), Carrie Lewis learned 
the game from her husband and charged into 
the tournament with a fully-steamed fast- 
break that caught a number of veterans by 



Engaged in a different form of 

madness, these players tackle Global 

War in ADVANCED THIRD REICH/ 

EMPIRE OF THE RISING SUN. 



Even On 
Calm Dag* 
Theg Expected 
Atlantic Storm 



eESsESEShI 



if ijujjlIJ r jn 




hnz ziiLill^sTzuiiz}, may iu JbU/jj. 

i m: ARMOR! 

Call us toll free! 



Armory East Armory West 

1101 Greenwood Rd. 1839 Deming Way 

Baltimore, MD 21208 Sparks, NV 89431 
(800) 669-4263 (800) 244-3423 

Fax: (410) 602-8140 Fax (702) 356-211 



On the Internet? E-Mail us at AriKieast@a? 






^ 88 



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28 



winners in each heat advanced to the semi-final round, 
Defending champion Jack Jaeger was denied victory 
in both heats he entered. This year saw a numher of 
father/son rivalries surviving into the semi-final round. 
The 22 semi-finalists met on Sunday morning to play 
the final two rounds in quick succession. In a raucous 
final round, James Garvey's persistence yielded vic- 
tory. Not only did he gain his berth into the semi-final 
round in heat four, after three previous failures, but he 
also adopted the conservative, JFK. hub strategy in the 
final, letting others battle over the tough-to-hold ATL 
and DFW hubs. 

PRINCESS RYAN'S STAR MARINES 

More than 70 gamers played in the Adult and 
Junior's tournaments. Like the Marine card deck, one- 
third of which is made up of female Marines, girls 
accounted for ahout a third of the gamers in the 
Junior's tourney. About a dozen or die kids who 
played in the Junior's tournament were veterans (par- 
ticipated in the AvalonCon'96 demo). First place went 
to Brad Carman, who led the Marines to victory in 
both rounds. Second place went to Adam Clark, while 
Erica Kirchncr was third, both of which led victorious 
Marines in one round and had played the Cuards in 
another round. 

Several of the juniors came back on the second day 
to play in the regular toumey. The field of 38 players 
was beaten by John Ellsworth. Christopher Bodkin 
placed second, while Brian Kirchncr. Stephen Shed- 
don and Jeremy Billones rounded out the top five. 
Honorable mention goes to Christina Hancock as the 
most enthusiastic marine, and to Verity Hitchings, as 
the most bloodthirsty, yet surprisingly cheerful, 
marine (her team of marines also suffered the highest 
casualties while defeating the Guard). In the true 'It's 
Better Thai Way" spirit, Deborah Osborne remained 
cheerful and helpful, despite playing in two games 
where the marines were slaughtered. 

TITLE BOUT (24) 

Sluggers dominated the bouts this year, with few 
fights lasting the distance. One of the biggest sur- 
prises in the course of the event was Ken Good's 
George Foreman scoring a first-round technical 
knockout over David Anderson's Joe Louis. How- 
ever, Foreman's "stamina" showed as he lost a Gist- 
round TKO to Jeff Henckels' Sonny Liston. Henckel 
went on to win his semi-final bout with former tour- 
nament champ Terry Coleman. Meanwhile, the other 
semi-final featured two former champs, Bruce Reiff 
and Ken Gutermuth. ReifFs Mike Tyson scored a 
first-round TKO over Gutermuth's Rocky Marciano, 
The final between Reiff s Tyson and Henckel's Lis- 
ton managed to run into the fourth round before 




Adult and youth Star Marines 

receive instruction from the 

designer, Mark McLaughlin 



Tyson won by TKO, Later, Reiff was seen biting his 
plaque (outside the ring). 

Having missed the afternoon heat of MARCH 
MADNESS. 1 decided to play a few pickup 
games of TITAN: THE ARENA in the hallways 
and then go out to dinner with a friend and fel- 
low game designer, thereby missing the TITLE 
BOUT and CIRCUS MAXIMUS tournaments 
that evening. 1 returned to find a midnight 
pickup game of Railway Rivals, where I man- 
aged to blow race leads in the final two die rolls 
more times than I'll live down. Take a hint, 
don't let me roll for you on any joint runs we 
may ever share. Day's score: 4-4, no finals. 

SATURDAY 

Getting up was beginning to tax my room- 
mates at this time, but the competitive juices 
started flowing over breakfast. For team and 
honor, I decided to skip the WE THE PEOPLE 
tournament and enter the fourth and final 
MARCH MADNESS heat. If I had time, maybe 
I'd make the final heat of AIR BARON that after- 
noon. Being a former WIN, PLACE & SHOW 
champion and having the dubious honor of hav- 
ing "The Stuart K. Tucker Memorial I Got 
Pucked Award" renamed for me for SLAP- 
SHOT, my evening plans seemed solid. 

However, fate always throws you a twist. 
Once again, I did well enough in MARCH MAD- 
NESS with the 1 990 Duke team to be drained 
from the experience — but not well enough to 
make the Final Four. I also missed the AIR 
BARON start. Quick, what's up next that will 
finish before WPS. My colleagues informed me 
that two short events beckoned: AUCTION and 
ORIGINS OF WW II. Alas, I said, I knew the 
rules to neither — fostering a spontaneous out- 
break of game teaching combustion. In a matter 
of minutes, I was primed to play AUCTION. 
Gleefully, I dashed off to the event. 

WE THE PEOPLE (40) 

Forty-seven per cent of the games in the double- 
elimination tournament resulted in an American win. 
Thirty-seven per cent were British wins while fifteen 
per cent of games played were drawn. Slightly more 
than half of the British wins were caused by the cap- 
ture of George Washington, although most of these 
occurred during the first round. The average bid of 
PCs given to die British player in order to play the 
American side was 2.8, increasing as the contest 
progressed to the later rounds. 

Thomas Drueding, the 1996 HANNIBAL- 
ROME VS. CARTHAGE champion, prevailed as the 
British over GM Jim Falling in the final round 
game which lasted through the 1782 War Ends 
card. The other top players were Brian Mounlford, 
Peter Fecurka, Marvin Birnbaum, Chris Rice, Mike 
Lochtcfeld and Nicholas Anner. Brian Mountford 
made an impressive AvalonCon debut by taking 
third place with a 5- 1 - 1 record in his first-ever tour- 
nament. 

AUCTION (16) 

Scheduled opposite the ACQUIRE tournament 
this year, attendance was halved. Tournament new- 
comer Stuart Tucker proved that you don't need to 
be too tired to memorize the cards to lose this 
game— managing to make five successive miser- 
able sales tolls (three rejected and two at 25 per cent 
value) in his first round game. In the meantime, 
1996 champ, Bruce Monnin was able to wrap up a 
first round victory at another table before Tucker's 



dice stopped tumbling. The final also featured expert 
art connoisseurs Bruce Reiff, Marilyn Koleszar and 
Ken Gutermuth. Despite his deceptive poker grin, 
Monnin did not have the quick victory nearly dealt to 
him this time, and then suffered when he lost needed 
items to the Collector. Reiff and Koleszar managed to 
collect items whose matches were near the bottom of 
the deck, giving Hall-of-Famer Gutermuth a chance lo 
do something about his kaleidoscopic initial deal— an 
opportunity he exploited well to claim his second 
AUCTION plaque, 

WIN, PLACE & SHOW (15) 

A veteran group of race-fixers tried to outwit a few 
newcomers to die tournament in this two-round affair. 
The newcomers all managed to lose a few too many 
bucks on Daily Double bets that had no chance among 
the sharks at the tables. Nonetheless, several newcom- 
ers managed to come out of the first round with first or 
second place (two players from each preliminary five- 
player game advanced), Jim Bell pulled ahead at one 
table on the basis of sound betting on the favorites in 
the first four races. Stuart Tucker managed a spectac- 
ular comeback on the back of Mona Lisa in the sixth 
race, falling a few dollars short of second (but gaining 
entry into the final due to the departure from the tour- 
nament of the second-place player). At another table. 



-s--' v 



A convention of the people, by 

the people, and for the people, 

AvalonCon provides plenty of 

opportunities for fun fur 

players uf all ayes. 



AvalonCon veteran (but tournament newcomer) Jim 
Garvey, having been alerted to the race-fixing he could 
expect to sec in the first two races and packing a copy 
of Tucker's Speed Figures, managed to stay in the 
money and get into the final along with veteran John 
Coussis and Hall-of-Famers Ken Gutermuth and Brace 
Reiff. 

The final quickly turned into a rout, when John 
Coussis hit it big in the first four races, piling up more 
than a $100,000 lead. Meanwhile, wiley Reiff, Guiet- 
mulh and Tucker gave new meaning to the phrase "the 
jockey is maneuvering his horse," managing to find 
ways to foil the anticipated bets of each other. Jim Bell 
and Jim Garvey looked on in puzzlement, but stayed 
clear of the horse banging, and held second and third 
place going into the fifth race. With Coussis so clearly 
ahead, Reiff (the 1996 champ), Gutermuth and Tucker. 
thinking alike, piled their last bucks on Cockroach (10- 
1) across the board. Tucker, after placing his bets, had 
but $500 remaining with which to own a horse in the 
final race. Coussis, recognizing the desperate situation 
of his opponents, knew that he had to try to bet in a 
similar manner in order to keep them from catching up. 
Not knowing whether to bet the favorite or the long- 
shot, he split his money on the two (not usually a win- 



29 




By Sunday, my dreams of winning 
plaques were quickly dissipating. 



Hunsinger's humorous reading of the 
rules, a birthday singing and the offi- 
cial unveiling of the newly-named 
Stuart K. Tueker I Got Pucked 
Awards. (Alas, Stuart having been 
"pucked" repeatedly throughout the 
convention at a wide variety of 
games, was busily engaged in scor- 
ing his only points of the convention: 
drinking a glass of Port with an out- 
of-town guest. Rumor has it that his 
teammates are looking for a new 
fourth after his abysmal failures at 
MARCH MADNESS this year.) Dan 
Metzger won the plaque, surviving 
the Tina] round game against Mike 
Garton, Ray Stakenas, Bruno Wolff, 
Verity Hitchings, Mark Bailey, Mike 
May and Dan Dolan, Jr. 



ning proposition, but this time a good way to not lose 
much of his huge lead). 

In that fifth race, Cockroach is actually a better bet 
than appears on quick glance. If the racing pace is 
slow, he can hit the turn on the inside lane and may 
benefit from his low- probability bonus at the same 
time. Furthermore, the three horses with apprentice 
jockeys can get tangled in the turn. Sure enough, the 
owners' boxes were full of people chanting for "five," 
the 'Roach's bonus number, which obligingly came up 
in three of the first four rolls, allowing the 'Roach to 
crush the field. Suddenly the game was a game again, 
as the three lagging players cashed in belting tickets 
for $70-90,000 each. Coussis' hedging kept him sub- 
stantially ahead, but the sixth race could now sink him. 

As the horses for the sixth race were being bought. 
Tucker kept up the illusion with his chat that, of 
course, Mona Lisa was the only bel in town in the 
sixth. Coussis, wanting to ensure a fair running of her, 
bid for ownership, but then let Tucker lake her for 
$10,000, thinking he'd jockey her well. Garvey and 
Coussis bet her across ihe board, but with conservative 
levels of cash. Gutermuth, too. fell for Tucker's ruse 
and bet fully on Mona Lisa. Into the backstretch, all 
looked true-to- form, with Reiff and Gutermuth realiz- 
ing that they probably weren't going to win enough 
more than Coussis to close the gap, but doing all they 
could to keep their horses from tangling. Meanwhile, 
Tucker had gambled on another long shot, Hannibal 
(8-1 ), which isn't a great horse, but has the most prob- 
able bonus number and a very fortunate moving order 
that can get a lucky entrance into the final turn along 
the rail to save ground. Going into the final turn. 
Tucker had Mona Lisa hug the rail, seemingly to save 
ground and crush the field on the stretch. However, it 
was clearly a foolish gamble, which failed — as Tucker 
had long planned — with Mona Lisa getting hung up 
behind the pack and losing precious running speed. 
Hannibal gained the necessary bonus number in the 
stretch and, to the shock of the other players, won the 
race. When the count was done, it turned out that 
Tucker's maneuver had wrecked the chances of most, 
but left him a few thousand short of second place. John 
Coussis and Jim Garvey let out sighs of relief when 
Mona Lisa still managed to finish in the money, to 
earn them die necessary bucks to win the tournament 
in first and second place, respectively. Through 
maneuvers and extraordinary luck, this final trans- 
formed from a boring rout into one of the most 
exciting in years. 

Winners and losers alike walked away with a 
belter understanding that in horse racing, you are 
betting against other bettors more than you are betting 
on a particular horse. Who says sports games don't 
involve warfare? 

SIAPSHOT( 106) 

The sleepy late-night Saturday crowd gathered for 
another stab at being the largest tournament of the 
year. The event was opened hilariously by Keith 



After the roller-coaster games of WIN, 
PIJlCE & SHOW, my "dinner date" friend 
finally showed, and I lamentably missed the 
start of the SIAPSHOT tournament. Feeling 
myself coming down with something, I turned in 
for what was to be a miserable night of sickness. 
Day's score: 3-5, including one lost final. 

SUNDAY 

With no invitations to a final round, I was 
still determined to take one more shot at a 
plaque. I decided to pass on GUERILLA (which 
I've only played twice). I walked slowly off to 
DINOSAURS OF THE LOST WORLD, where 
(he no-longer-eligible-to-be-juniors opponents 
tolerated my occasional dashes to the bathroom. 

GUERILLA (36) 

The would-be dictators vied For top honors in a 
two- round tourney. This year saw a complete reversal 
from the previous year's tournament. The dominance 
of the guerilla factions was evident, as they won all the 
first round games. The second and final round was 
played with three chits each of the government and 
guerilla factions. A mere four victory points in the 
final game decided first (Gordon Rodgers) and second 
place. If only John Sonderman had played one less 
atrocity on Nicholas, the results would have been 



decided in his favor. So goes war. Sean Cousins, 1996 
champ, was eliminated in the first round at the hand of 
Gordon Rodgers. 

DINOSAURS OF THE LOST WORLD (20) 

Having been turned onto this excellent game by 
officernates, editor Stuart Tucker ventured onto the 
dangerous plateau in the weary Sunday morning 
hours. Little did he know that his young competition 
entered this game after years of tournament experience 
and top-notch preparatory "home" work. Tucker's pre- 
liminary game proved that John Poniske, Jr. could 
equal the feat of his father (who beat Tucker in WF. 
THE PEOPLE at AvalonCon'95). In this game, 
Poniske used a daunting stack of Dinosaurs to keep a 
gun-shy front-runner from getting to her exit route. 
Tucker racked up the points necessary to leave the 
plateau for victory, but found that Poniske had 
scooped up all the easily-found exit items. Poniske 
adeptly kept the focus of attention away from his 
eome-from-behind point scoring and won, despite 
Tucker's repeated efforts to blunder into events that 
might find the final exit item (buried as the penulti- 
mate card in the deck). Poniske went on to win the 
plaque in the final against Robert Navolis, Devon Gin- 
nard and Michael Dwyer. Maybe the adults can get 
into the finals against the Junior tournament graduates 
next year! 

That left nothing but the door-prize drawing 
and the lamentations of the losers. . . 

Not quite. Despite my ailing stomach, 
another pickup game or two of TITAN: THE 
ARENA beckoned that afternoon. It would be a 
tough drive home that evening, but little did 
that weigh against the long, 359-day wait for 
AvalonCon'98. Ending with a combined 
record of 9-17, with no plaque to show for the 
effort, I achieved my convention objective of 
having a blast. 

I certainly logged plenty of preparation time 
for TITAN: THE ARENA. That is one tourna- 
ment about which I need have no foreboding in 
1998. This time, I will arrive at the tourney with 
a deck and teach my opponents through ihe 
school of hard knocks. Sorry friends, get outta 
my way — I'm overdue for another plaque. 




and then there was the "convention within the co 
an alternate reality beyond the grasp of gaming parents 
[if not beyond their imaginations]. 




Carmen Fails to get her carbine back in action, but the troopers doub 
up on targets ond mow down the bug assault like clockwork, although 
J Ace's Morita assault rifle also jams. Nuke's round takes out a warrior, 
I the blast effects fail to damage the Green plasma bug. 



> > > > > (from p.10) 

Nuke vs. western green warrior R7= 7 (kill): 

Blasr effect: Plasma s- 5 (save); Warrior s=I 

(save). 

Drop ship vs. northern green warrior R7(2)= 

1,3,4 (hit), s= I (save). 

TROOPER TURN 3 

There is potential for casualties here, as Gar- 
ments carbine is jammed and she will most 
likely be surrounded by bugs. I still don't think I 
should move Green Squad, preferring to gain the 
fire bonus. If I can hold out another turn, the 
bugs will be spent. Hurry up, Johnny ! 

I in ay not be able to hit at long range, but I 
more than make up for it in close quarters. Five 
warriors rush up and five warriors fall. Zander is 
the man, twice taking out bugs at long range. I'm 
sure J.C. is wondering when he will be able to 
roll some melee attacks. The plasma bugs are 
moving closer, though, and 1 don't trust my luck 
to hold once he starts dropping plasma down on 
my troopers. 

BUG TURN 3 

I immediately see the drawback of my origi- 
nal plan. My plasma bugs are still not in place 
for firing, and yet all of my warriors are hiding 
under the cliffsides ready for the assault. The 
fact that Carmen has her weapon jammed makes 
the green troopers all too tempting a meal. If I 



can reduce trooper firepower here, my warriors 
may be able to get to one of the wounded, which 
would take the burden off of my plasma bugs 
(and leave Nuke a target). 

After seeing fire effects like that, I have to 
say that those troopers were a lot more experi- 
enced than my brain bug imagined! 

NEUTRAL COMMENTARY 

Chris wisely didn't move Shujumi in case 
the bugs rushed Nuke again. Carmen failed to 
unjam her weapon. She still had the positive 
role of standing over the wounded body to 
keep it from being squished by the onrushing 
bugs, but she was likely to receive the brunt of 
the attack. Oddly, Chris failed to have any 
trooper take cover under the wings of the 
retrieval boat. If the bugs break through, this 
error could cost him later in the battle. 

J.C. indeed rushed Zim and Carmen's end of 
the rescue zone. His move of the plasma bugs 
finally made it clear that he planned on using 
plasma from the W5 promontory to nail the res- 
cue zone. The green plasma crept onto the 
plateau on the same tum, making for a dicey sit- 
uation for the VIP wounded, as Nuke could only 
fire at one plasma per turn. 

Zander, from long range, took out one of the 
threats to Carmen. Chris experienced another gun 
jam, but not before Ace took out another warrior. 
Sugar was Carmen's last chance and made his hit 
count. Zim's split fire amazingly finished off two 



bugs. Chris' worst shots happened on the least 
important pan of the battlefield. Nuke hoped thai 
a scattered shot or the blast effects would get him 
a plasma bug, but failed. 

J.C.'s wave has been decimated. It is up to 
the plasma bugs now. He has a few reserve bugs 
to shield them, but he'll be hard pressed now as 
the MI goes over to the attack, having success- 
fully merged his two groups. The jams won't 
hurt Chris much now that the main wave of bugs 
has been repelled. J.C.'s strategy now rests on 
raining accurate plasma blasts on the wounded 
while playing the game of "evade the bug 
hunters." The W5 promontory is an excellent 
ground for this, as it will take awhile for Chris to 
cover it with effective fire. Nuke will need a 
lucky shot. I still think J.C. blew the battle early 
by not climbing the Rl plateau. Chris hasn't paid 
the usual price for remaining so concentrated. 
Now the only price he is paying is that he hasn't 
covered the W5 promontory well. 

TURN 4 

Part of Black Squad takes up positions cov- 
ering the bug hole. Carmen unjams her 
weapon, but Ace fails. The hopper jumps to 
attack Nuke from ike caver of the ravine. Both 
plasma bugs reach high ground from which 
they threaten the wounded. 

Johnny vs. hopper Rl(4)= 2,6 (hit), s= 5 (kilt). 
Drop ship vs. green plasma R!2(l)= 4,5,5 

(miss). 
Rasczak vs. eastern green warrior R3(l)= 

IJ, 1,2 (three hits, jams), s= 4,4,6 (kill). 
Sugar vs. black plasma R7(l)= 3.4,6 (miss). 
Zim vs. green plasma R3(2)— 3,4,6 (miss). 
Carmen vs. same R3(l )= 1,5,6 (hit), s= 5 (save). 
Shujumi vs. same R5(l) — 4,5 (miss). 
Dizzy vs. same R6(l)= 4,5,6 (miss). 
Zander vs. black warrior on hole R4(l)= 1,2,4 

(hit), s= 5 (kilt). 
Nuke vs. green plasma R8= 8 (kill); Blast effect; 

warrior s= 2 (save). 
Note: post-mortem analysis reveals that this shot 
was illegal — LOS being blocked by the smoke 
of the retrieval boat. Of course, the outcome 
might not have been affected much, as Nuke 
could target the black bug instead and have an 
easy time in turn 5 running down the green 
plasma bug. Nonetheless, a word to the wise, 
check on your opponent's LOS. 

Black plasma bug vs. Ace/wounded R7= 8 (kill). 

TROOPER TURN 4 

It is time for Black Squad to earn its pay. 
Nuke moves to cover both the remaining bug 
hole and the plasma bugs, leaving Zander and 
Dizzy to cover him. Johnny heroically jumps 
down into the ravine, poised to rush to the bug 
hole if Nuke fails to close it. Green Squad is 
recovering from the bug attack, and can hear the 
ponderous steps of an approaching plasma bug... 

Zander riddles the bug guarding the bug hole, 
clearing the way for Johnny to rush forward to 
plug the hole. This leaves Nuke free to take a 
shot at a plasma bug, which disappears in a sat- 
isfactory nuclear glow. However, a VIP is now 
R.I.P. as J.C. trades shot for shot, turning Ace 
and the wounded psychic (bye-bye, Doogie) into 
hot plasma. 

After all my withering fire, the bugs arc still 
in this game. 

•> ■ ■> ■ > ■ ^ > ■ (continued pg. 33) 



CENTURY 






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The GENERAL 32-1 



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CONTEST #184— Sound Advice 



One of the drawing points of this magazine is its excellent strategic 
advice. Now, it is time for a pop quiz on how well this advice has been 
absorbed by readers. This contest asks you to identify the games to which 
the following quotes from past issues of The GENERAL apply. If you 
don't recognize all of them, don't feel bad — some may be red herrings, 
false quotes intended to throw you off. In the lines provided, either write 
"False" or identify the correct game in which to utilize the advice. 

1. Whenever possible, attack into lands containing monuments, capi- 
tals and cities. 

Game: 

2. Good Russian play at the outset is a study in how to retreat from the 
weak +1 TEM areas to belter defenses closer to the river. 

Game: 

3. Unless your crew is unhappy, you should not declare Debauchery 
and Revelry. 

Game: 

4. Placing a PC here assists in preventing a British middle-states 
invasion. 

Game: 

5. First, it is generally not a good idea to roll to reduce your infantry 
cost to "2" until the German has reduced his to " 1 ." 

Game: 

6. At some point in the beginning or middle of the game, a player 
should buy the one shield he can carry in his ship's hull. 

Game: 



7. To avert loss of morale, subordinate the Master of Horse to the 
Dictator before calculating the TK number. 

Game: 

8. Poor leaders should be sacked immediately and sent somewhere 
where they can't hurt anybody; I usually reserve Bonham (Texas) for 
this purpose. 

Game: 

9. Plan your political status as carefully as you plan your cam- 
paigns. 

Game: . 

10. Once these Task Forces have been generated, you can insert these 
tiny units into the ZOC of German units, thus denying them the 
opportunity to make use of their maximum potential movement on 
any given turn. 

Game: 

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Across Five Aiirils— A5A, Advanced Squad Leader— ASL/SL, Afrika Korps — AFK. Age of Renaissance— 
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(Advanced! Civilization — ACV/C1V, Colonial Diplomacy— COP, D-Day— Dfyr.l, Diplomacy— Dtp. 
DUNE. 1S30. Empires in Arms — E1A, Empire of the Rising Sun — ERS. Enemy in Sight — EJ5. Firepower — 
FPR. Flat Top— FTP. Fleet Series— #FT, Right Leader— FL. Gangsters— GSR. Geronimo— GER. Gettys- 
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in tile Valley— SIV. Stonewall Jackson's Way— SJW. Storm Over Amliem— SOA, Tac Air— TCA. Advanced 
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Arena— TTA, Trincmc— TR1. Turning Point: Stalingrad— TPS. Tyranno Es— TYX, Up Front— UPF. Victory 
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33 





It is up to Johnny to save Nuke fin 



the Hopper. Zander dec : 



rom 
the 
entrance to the bug hole. Rasczak 
nails a warrior, but jams his gun. 
Everybody else Finds a plasma bug 
target and Fires — only Nuke manages 
to hit the plasma bug. This leaves the 
other plasma bug the chance to ham- 
mer Ace and the wounded. 



■ ■>>>>> (from pg. 30) 

BUG TURN 4 

AH is not over yet. I need to quickly move 
my plasma bugs into position. If they survive the 
trooper's next attack, I can kill both wounded 
psychics with ease. I see a fantastic opportunity: 
my remaining hopper can leap from his bug hole 
lo position himself between Johnny and Nuke, 
with no fear of allied fire. If Mr. Rico can't blow 
that bug apart. Nuke is doomed, which may 
guarantee my plasma bugs another turn. 

Johnny proves himself worthy of the stan- 
dards of cinematic heroism. The hopper is 
dead, and one plasma bug is out of play. 1 retain 
some optimism — a bug victory isn't totally 
impossible here, and Chris' hot dice are bound 
to even out sometime. My remaining plasma 
bug has no trouble picking a target: the 
wounded psychic. 

NEUTRAL COMMENTARY 

Chris moved Nuke to a position where he 
could plug the black bug hole and cover the high 
ground where the plasma bugs moved, En so 
doing, he left J,C, a better opportunity to take 
out the wounded in the rescue zone. Nuke could 
have heen moved closer to the rescue zone to 
ensure a better chance of hitting the plasma hugs 
when they gained the plateau. This could come 
back to haunt him. Even more of a problem is 
his positioning of Johnny and Zander around 
Nuke. The high ground blocked Zander's line of 
sight to the low ground below Nuke two hexes 
away from Zander. This could have been 



averted by positioning Johnny in that other low- 
ground hex next to Nuke, thereby ensuring that 
Chris would have two troopers protecting Nuke 
from a hopper attack from below. He also could 
have put Zander on the exact opposite side of 
Nuke to achieve the same effect. Both J.C. and 
Chris seemed a little confused about the line-of- 
sight rules, which are very significant in this 
game — the spine of a high ground hex blocks 
LOS to the low ground. 

Cannon, with the benefit of the extra-tutu 
modifier, repaired her jammed weapon. This was 
one more nail in the coffin, signifying the end of 
any bug hopes to rush the wounded bodies with 
warriors again. J.C. must now rely upon the 
plasma bugs to get the job done. His strategy has 
been to maneuver the plasma bugs under cover of 
the slopes and into positions where they would 
get high probability shots at the wounded bodies. 
As he moved his bugs onto the plateau, J.C. put 
Chris into the moment of the most severe crisis. 

In this game, a seemingly little failure can 
lead to big disaster for the MI. This battle sce- 
nario is particularly unforgiving for the MI. 
Much rests on the shoulders of Johnny's ability 
to save Nuke from the hopper (56 per cent) and 
Nuke's ability to nail each plasma bug without 
a missed shot (56 and 66 per cent respectively). 
All-in-all, the situation was none too good for 
the troopers despite having met with consider- 
able fire success in previous turns. Fortunately 
for Chris, his key shots hit. 

J.C.'s black plasma bug hit one of the 
wounded, putting pressure on the Ml to take it 



ASL Submissions 

We are looking for articles about 
ADVANCED SQUAD LEADER for publica- 
tion in The GENERAL and the ASL Annual. 
As a rule, we anticipate that the broader or 
more introductory articles would go in The 
GENERAL, while the more intricate or more 
detailed (and probably longer) articles would 
go in the annual. Articles intended specifi- 
cally for publication in The GENERAL should 
be mailed to Editor, The GENERAL, 4517 
Harford Rd., Baltimore, MD 21214. Informa- 
tion on submission procedures is also avail- 
able via email to ahgeneral@aol.com. Other 
ASL-related articles should be mailed to 
Editor, Multi-Man Publishing, Inc., 309 
Chase Hill Ct„ Severn, MD 21144 or via 
email to bcyouse@erols.com, Multi-Man 
Publishing will continue to assist the Editor 
of The GENERAL and all articles submitted 
for one publication will be considered for 
use in the other. 



TEAM TOURNAMENT STANDINGS 

1. Pillage, Then Burn: S. Pfeiffer AOR 0, D. Cantt 
BRI 8, Emery UPF S, E. Anderson PXB 0=8 [212] 

2. Men in Black: Byron Sting ley TPS 6, Michael 
Arrighi WTP 0. Joe Bellas HCR 7. Jeffrey Otto RTG 
0=13 [91] 

3. Team Black Bear: A. Lewis MOV 2, C. Lewis 
PGF 0, S. Cousins RKL 8, P. Mason AOR 2=12 [29 1| 

4. St. Paul's Rejects: J. Pack OSR 2. M. Backstrom 
HWD 1, S. Packwood 776 6, N. Pack RBN 1=10 [261 [ 

5. Team Doily: D. Greenwood BKN 0, S. Greenwood 
F15 7, R. Pfeiffer ADV 0, B. Cleary FBS 2=9 [158] 

6. Team Delaware: T. Hitchings WAS 8, K. Hitchings 
TYX 0, V. Meconi GBG 0, W, Rohrbcck WSM 1=9 [99] 

7. Sottlh Jersey Game Knights I: T. DeMnrco ADV 
0, D. Wagner BRI 0, T. Stokes CMS 2, K, Welsh SQL 
6=8(191] 

8. Reservoir Dogs; J, Tracy ASL 1 , M. Fagan DUN 7. 
P. Barcafer BRI 0, J. Doughan BKN 0=8 [161] 

9. Bunker Boys IT: D. Metzger WSM 7, D. Metzger 
HWD 0, M. Metzger WZQ 0, P. Maloney El A 0=7 [ 1 66] 

10. Bunker Boys I: M. Bailey SLB 0. P. Gaberson 

I IRC 0, J. Metzger ACV 0, D. Metzger A5A 7=7 [94] 

11. Missouri Gamers: G. Moss ACQ 1, R. Schilb FSE 
6, J. Jacobs BRI 0, K Small VIP 0=7 [66] 

12. JOMMS: J. Ohlinger CDT I, J. Lux ACQ 0. K. 
Rothstein ABN I. M. May AOR 4=6 [294] 

13. AHIKS Europe: M. Cowles BKN 0, T. Oleson 
ANZ 6, N. Frydas W&P 0, H. Gratz GBL 0=6 [101] 

14. Bent Bayonets: A. Kaplan TRC 0, C. Stapp WAS 0. 
D. Zimmerman GBG 0, K. McCarthy B9I 6=6 [75] 

15. Koleszar Plot: M. Koleszar AUC I, L. Koleszar 
MOV 2, J. Koleszar GUE 0. S. Koleszar TTN 2=5 [166] 

16. Old Guard: T. Scharmark B8I 0, R, Heller B91 1, 
J. Beard AFK 2. R. Beyraa TRC 2=5 [72] 

17. Game Knights: B. Crenshaw AOR I, S. Crenshaw 
MOV J, C. Lope/. RBN 2, R. Sands HWB 0=4 [3 ID] 

18. Body Bags: S. Koehler DIP 0, R. Carpenter DUN 0, 
A. Kotzy HWD I, E. Rolhenheber TTN 3=4 [224] 

19. Fellowship of the Plaque: K Wojtasczyk TT2 0, J. 
Levine HWB 0, T. Duoning RBN 4, N. Aoner BRI 0=4 
[211] 

20. Hitchhikers: L. York WSM 1, J. Schufeldt ACV 0, 
T. Vanderpluym 830 3. S. Scott MMS 0=4 [104] 

6*1 teams took part. The scores for the remaining teams ranged 
from to 3 peine;. The number of entrants [in brackets] served as 
a he breaker. Players who failed to pre-register aateiiuiiieally 
scored regardless of standing in individual event. 



34 



out next turn. This was another crucial decision 
point. J.C. had another option. He could have 
targeted Nuke at range nine. The odds were low, 
but then again, so were his odds of getting off 
two successful shots on the wounded. Nuke will 
move to a range of six next aim and probably 
put an end to the game. J.C.'s shot on Nuke at 
range nine could have ended his biggest threat 
and give him time to nail the wounded while the 
Ml mounted a rush of the plasma bug with their 
Moritas. The plasma bug has excellent survival 
odds against moving men firing Moritas. In all 
probability, J.C. would get off his shots on the 
wounded in turns 5 and 6. J.C.'s strategy has 
been to go for the high-odds shots on the 
wounded rather than taking out Nuke or using 
scatter shots to nail some MI, so I wouldn't 
argue that he should change horses midstream. I 
mention this option to note that in this scenario, 
the bugs can deal the MI a very effective blow 
by threatening Nuke with both plasma bugs 
simultaneously. Fortunately for J.C his hopes 
remain alive as he hits the first wounded target. 

TURN 5 

Black Squad moves south to support Nuke 
and take low-odds shots. If he fails. Johnny 
plugs the bug hole to prevent reinforcements. 
Rasczakfails to unjoin his weapon. Sugar runs 
south to gel a closer scoped shot. The green 
warrior moves on Sugar in case both Nuke and 
the plasma bug miss their targets. 

Nuke vs. black plasma bug R6= 5 (miss and 
scatters). Blast effect: plasma s- 6 (kill). 

The game ends instantly with the death of 
the last plasma bug. The troopers load up in 
the retrieval boat and fly to safety with no fear 
of being shot down by a nearby plasma bug. 
Having saved one VIP. they declare victory. 

TROOPER TURN 

One last warrior is lingering around the 
retrieval boat, forcing me to split my troopers 
again. Johnny closes the black colony bug hole, 
while everyone who can be spared from guard- 
ing the wounded rushes after the plasma bug. 
It's do or die! 

I'm not sure whose luck is worse, mine or 
J.C.'s: I manage to miss a "sure" shot with the 
nuke, but J.C. manages to fail a "sure" save after 
the scatter. How's that for a Hollywood ending? 

BUG TURN 5 

Not many options for me here. I'll optimize 
my shot at Carmen, and send my last bug on a 
suicide run at Sugar. 

He missed! Oops, no he didn't. Sigh. 

NEUTRAL COMMENTARY 

Johnny ran down to occupy the bug hole and 
slop bug reinforcements. Sugar moved towards 
the plasma bug to gel a better shot, in case the 
nuclear shot failed. The retrieval boat acted as a 
nice movement barrier to help shield Nuke as he 
moved closer. J.C.'s warrior couldn't do much 
at this moment. 

As it turned out. Nuke missed, hut as has been 
the luck of J.C. in this battle, the blast effects on 
the adjacent plasma bug managed to kill it any- 
way (only a 17 per cent chance of that misfor- 
tune). Chris is saved from having to take desper- 
ate shots with his Moritas, The MI cleared the 




battlefield of plasma bugs and the rescue mission 
was a success. Troopers and wounded alike piled 
into the retrieval boat and dusted off. 

POST-GAME COMMENTARY 

Christopher Lawrence (Troopers) 

I think J.C. committed his bugs piecemeal, 
allowing me to deal with them in small groups 
rather than as a solid wave of chitin and pincers. 
Even then, I was very lucky to escape with only 
one casualty. Had he been able to inflict one or 
two losses before bringing up his plasma bugs, I 
would have been hard pressed to defend the 
VIPs at the end. As it was. it still made for an 
uncomfortably close battle decided by the last 
roll. Like I said, I hale plasma bugs. 

J.C. Connors (Bugs) 

Despite my bugs proving to be little more 
than cannon fodder, I fell that bug victory was 
close at hand. Unfortunately, Chris* die rolls 
bested my own, and always kept victory a turn 
away. I still feel that my strategy was sound, 
though there were small problems with it. I 
severely underestimated the drop ship's can- 
nons, which made my four-bug rush at Nuke a 
futile attack, [f those hoppers had lived lo join 
my rush at the jammed Carmen. I might have 
been able to take out enough troopers to kill 
one of the wounded psychics with a warrior. 

I never really considered moving a plasma 
bug to the far high ground areas (ihe 1 f)-hex high 
ground piece or the corner of R 1 ) to bomhard 
the green trooper squad. While that might have 
caused the green troopers to spread out, the vul- 
nerable plasma bug would have quickly become 
a target for Nuke. With both of my plasma bugs 
in play until the bitter end, the bugs always had 
a chance of seizing victor)'. Chris's Roughnecks 
won this time, but there are always more bugs 
waiting for him. 



NEUTRAL COMMENTATOR 

The aftermath looked bad for the bugs: only 
Ace and one wounded were killed. However, the 
result was far closer. J.C. failed to take advan- 
tage of Chris' early concentration by getting the 
plasma bugs to high ground early. Of course, the 
flip side of that is that J.C. did rush his plasma 
bugs into good ground for the turn 4-5 situation 
in which J.C. had a reasonable chance at victory. 
J.C.'s strategy was solely focused upon the 
plasma bugs taking out the wounded and doing 
it in the surest way he could see. There is noth- 
ing wrong with that. In fact, had the LOS rules 
been fully enforced. Nuke might have missed a 
shot and the battle could have turned out differ- 
ently. The lesson for the MI is that pillars of 
smoke can hurt as much as help. 

You have to take advantage of situations 
presented to you. Here, an alternate bug strat- 
egy would have had a better chance: take out 
the MI with scattered plasma shots and keep 
the plasma bugs far separated so as to necessi- 
tate more movement by Nuke to take them both 
out. Such an approach probably would have 
left one or both of the wounded alive for a long 
time. However, it could have given the bugs the 
numbers advantage they needed to make multi- 
ple wave assaults by the warriors more devas- 
tating. Furthermore, the two bug holes might 
have remained open for a longer time, as Nuke 
would have had to take out the plasma bug 
threats first. The battle might have dragged on 
with Nuke and one plasma bug dead and the 
warriors bugs threatening the wounded while 
the Ml were forced to rush the second plasma 
bug with Moritas. I prefer this latter approach, 
particularly when the MI bunch up like Chris 
did. To me, such would have been a better 
"combined arms" approach for the bugs. And 
bugs have lots of arms! 



35 



■*-->—»-->-->- (from pg. 18) 

any successive table so indicated. This may 
alter the diplomatic stance of one or more 
powers. Then, continue with the production 
routine at each colony and the normal 
sequence of play. 

Stage III: Tension. The colonization of 
planets is almost complete. Powers begin to 
look elsewhere for room to expand. Clashes 
and conflicts become common. This stage 
lasts until the combined population of all 
powers first reaches or exceeds 1200 
million. 

As in Stage II, roll dice and consult on 
the Diplomatic Events Table, but apply a 
"+2" during stage III. 

Stage IV: Empire. There is little space to 
grow within each power's borders. Con- 
quest is a must. Dreams of "Empire" infect 
every power's leaders. This stage lasts until 
the end of the game. 

As in Stage II, roll dice and consult on 
the Diplomatic Events Table, but apply a 
"+4" during stage IV. 



Diplomatic Events Table 

(sum of two dice, +2 in Stage III, +4 in Stage IV) 



2-8 


Peace taLks 


9 


Political Blunder 


10-11 


Border Dispute 


12-13 


Limited War 


14+ 


Total War 



Peace Talks. If any war currently 
exists, roll two dice and consult the Peace 
Talks Table. If no war currently exists, 
peace continues. 



Peace Talks Table 

(sum of two dice. +1 per neutral power and +2 if 
war is limited) 

2-5 Failure — War Continues 

6 Truce 

7+ Peace Treaty 



Truce. Hostilities cease. Powers may 
not attack each other or move forces into 
star systems that the enemy currently 
controls or besieges. Star claims are not 
exchanged. In the next production turn, 
do not roll for diplomatic events. Instead, 
peace talks resume. Roll again on Peace 
Talks Table. 

Peace Treaty. Determine which side is 
the winner by counting success points (see 
War Success 'fable). Subtract the losers 
points from the winner's to yield the suc- 
cess point differential. Then, look up the 
peace terms on the Peace Terms Chart. 



War Success Table 

Success Pis. 
Conquest $*'■ 

T planet 12 

ST planet 8 

Ml' planet w/minerals 6 

MT planet 3 

Barren, minerals 4 

Barren 2 

Star with no planets 1 

Destruction of: 

Planet Shield, Death Star 4 

Advanced Missile Base, Fighter 2 

Missile Base, Corvette I 

Scout 1/2 

*You receive success points for conquest of 
planets if the star system was totally conquered. 



Peace Terms Chart 

(success point differential in parentheses) 

Stalemate (0-10): Both sides must evacuate 
any enemy stars they occupy as soon as possible. 

Marginal Victory 1 I 1-25): One star among 
those conquered by the winner is annexed. The 
ceded star must be the one thai is closest to a 
friendly star (choose randomly if equidistant), 
regardless of military conquests during the war. If 
two or more powers are on the victorious side, give 
the star to the one that you feel contributed most to 
victory. If no slar was conquered, the loser must 
give away a star anyway. The victor's ships and 
population must depart any other stars of the 
defealed power. The loser must do likewise vis-a- 
vis the stars of the victorious power. 

Substantial Victory (26-50). As in marginal 
victory, except dial two stars are annexed. If the 
victorious side has two powers, each receives one 
system. 

Decisive Victory (51+). Same as above, except 
that half (fractions rounded up, with a minimum of 
three) of conquered stars tire annexed. In addition, 
the loser does not evacuate his colonists — they 
remain ;i_s slaves. Planel defenses are destroyed, but 
factories are confiscated by the winner. If two or 
more powers were victorious, each gets a roughly 
equal share of the annexed stars. 



Annexation of Stars. Transfer the star 
card, establishing a new claimant to the 
planets. Colonists in the annexed system 
remain in control of the loser, but are evac- 
uated. Transports must be built and all pop- 
ulation must leave. No emigration bonus 
occurs. The industrial output of the 
annexed planets cannot be spent on any 
other purpose in this production turn. 
Planet defenses and factories are destroyed 
before departure. 

Political Blunder. A squabble over some 
minor issue (the extradition of a criminal, 
mistreatment of citizens of one power by 
authorities of the other, excessive import 
taxes, etc.), cause an incident between two 
randomly determined powers. 
• If the powers are currently enemies in a 
war, there is no further effect — the war 
continues. 
■ If the powers are currently allies in a war, 
one of them (randomly determined) feels 
insulted by the other and makes a sepa- 
rate peace, becoming neutral (implement 
the effects of Statement on the Peace 
Terms Chart). 



* If one of the powers is at war and the 
other is neutral, the latter joins the war 
against the former. 

• If both are neutral, the incident forces a 
clash. 

Clash. Each involved power may con- 
duct one raid per turn against any slar sys- 
tem of the enemy, 'lake forces from any 
one friendly star (a maximum of five ships, 
including no death stars) and move them 
towards the target slar system. It reaches 
the destination during the same turn, or the 
raid cannot be conducted. One or two 
rounds of combat may be fought (but a 
planet should not be bombarded or con- 
quered). Then, the raiders are placed in an 
adjacent hex with their original base as 
their destination. Keep a tally of the sum of 
the number of raids conducted by both 
sides and the number of ships and missile 
bases destroyed. This is the Tension Num- 
ber. On the next production turn, just before 
rolling on the Diplomatic Event Table, roll 
two dice. If the result is two less than the 
Tension Number, limited war ensues. If the 
roll is equal to or one less than the Tension 
Number, the incident continues. If the 
result is greater, the incident ends. 

During a clash, raids should be con- 
ducted whenever the power is able. How- 
ever, you are free not to conduct a raid if it 
would be suicidal. You should use each 
side to its best interest. For instance, a weak 
power may perceive that it is to its advan- 
tage to keep the Tension Number low — 
even to the point of not firing back at 
enemy raiders — -to avoid the risk of an 
escalation to war. Only light reinforce- 
ments should be sent to the area. 

Border Dispute. A randomly determined 
power claims that a border star of another 
power (also randomly determined) is its 
God-given, manifest destiny, historical and 
universal real estate. 

* If the powers are currently enemies in a 
war, the war continues, 

• If the powers are currently allies in a war, 
the owner of the disputed star feels disap- 
pointed with his ally and switches sides, 
becoming an ally of the former enemy. 
The former enemies (now allied) must 
depart any of each other's stars that diey 
may have conquered. 

* If one power is at war and the other is 
neutral, the latter joins the war against the 
former. 

• If both are neutral, a border dispute 
erupts. Choose at random one border star 
that the first power is claiming (if there 
are no border stars due to a lack of com- 
mon borders, treat this event as a Political 
Blunder and conduct a clash). The claim- 
ing power may attack the disputed star 
system in an attempt to conquer it, but 
other enemy stars may not be invaded. 



36 



The defender may counterattack in the 
disputed star, but may not attack other 
enemy stars. In other words, conflict will 
be limited to the star system that is the 
cause of contention. In the next produc- 
tion turn, before diplomatic events, roll 
two dice, adding two to the result if die 
star is tinder the claimant's control (i.e., 
conquered) and consult the Dispute 
Resolution Table. 

During a border dispute, control of the 
star system should be fought for vigor- 
ously. Moderate reinforcements may be 
sent to the area. 



Dispute Resolution Table 

(sum of two dice, +2 if star conquered by attacker) 



2-8 Arbin-alkm 

9-10 Incident Continues 

11+ Limited War Ensues 



Arbitration. If the attacker conquered the 
star, he annexes it. Otherwise the original 
claimant keeps the star system, while the 
forces of the attacker must leave during their 
next movement phase and do not fire upon 
other ships until then. The incident ends. 

Limited War. Determine randomly two 
powers to be affected. 



• If both are already involved in any war 
(as allies or enemies), (here is no effect. 

• If one is at war and the other is neutral, 
the latter joins the war against the former. 

• If the two are neutral and a war is already 
occurring between the other two powers, 
each neutral will join one of the sides in 
that war. 

• If all powers are neutral, limited war 
erupts between the two. During limited 
war, both sides may invade border stars 
of the enemy, but may not escalate by 
invading other stars, II ihc power has an 
ally, it may attack enemy stars on its 
ally's border, even if they would not be 
considered border stars in relation to 
itself. Allied forces may stack together. 

Keep track of losses of bases, shields 
and ships during a war, as this will be used 
to determine the peace terms in the event of 
the signing of a peace treaty. 

Total War. Determine randomly two 
powers to be affected. 

• If both are already in a total war {as allies 
or enemies) no effect. 

• If both are already in a limited war (either 
as allies or as enemies), it becomes total. 



• If one power is already at war and the 
other is neutral, the latter joins the war 
against the former, and limited war 
becomes total war. 

• If a war already exists between the other 
two powers, each neutral will join one of 
the sides in that war, and limited war 
becomes total war. 

• If all powers are neutral, total war erupts 
between the two determined powers. 

During total war there are no limitations. 
Any enemy star may be invaded. Fight as 
you see fit. 

Keep track of losses of bases, shields 
and ships during a war. as this will be used 
to determine the peace terms in the event of 
the signing of a peace treaty. 

Total conquest. If a power is completely 
annihilated militarily (no free population 
left during a production turn), the war ends 
(in relation to the losing power). The victor 
immediately annexes all the conquered 
stars (exchange star cards). Any surviving 
ships of the vanquished are replaced by 
similar ships of the winner's color. If there 
are two or three winners, they share the 
spoils. You may distribute them evenly, or 
in proportion to each power's contribution 
to victory, as you see fit. ^ 



•» -»" »>■■»■■»» (f rom p jj) 

rescue. Our intelligence personnel have 
gathered data on the enemy which is 
summarized in Table 3. We have substan- 
tial probability of facing two or three traps 
(S Guard cards) between each of our 
regroups. Every lime the enemy reinforces 
a skirmish, our situation gets tougher. We 
need to try to keep the odds in our favor by 
looking for ways to negate the arrival of the 
many Guard reinforcements (either via 
location analysis or use of the special abili- 
ties of on-site Marines). 

TABLE 3 



Proportions of Guard Characteristics 


No. of 

Havers Sfium) 


Rein 


Hide 


Casualn 


OJ Hujd 


6 17.1% 


37.1% 


28.6% 


20.0% 


25.7% 143% 


5 19.4 


38.7 


29.0 


19.4 


25.8 12.9 


4 23.1 


42.3 


34.6 

45.0 


It.5 
5,0 


23.1 11.5 
20.0 5.0 


3 30.0 


50.0 


2 27.3 


455 


45,5 


9.1 


18,2 9.1 


1 28.6 


47.6 


42.9 


9,5 


19.0 9.5 



The table shows that the strongest and 
weakest characteristics of the Guard vary 
according to the number of Marines we send 



to the surface. For instance, in a large-sized 
rescue attempt. Casualty and Hold charac- 
teristics arc at a maximum, while the S 
Guard, Reinforcement and Hide character- 
istics are minimized. A smaller rescue 
attempt would involve S Guard and Rein- 
forcement characteristics at their maxi- 
mum, with Casualty and Hold characteris- 
tics minimized. 

As you win skirmishes, the Schenectady 
will relay mission support information 
(Dispatches) to the field leader to assist 
with your next goal. AH Dispatches are 
usable to call in fire support. We expect that 
90 per cent of them will also have addi- 
tional possible benefits, depending upon 
the situation and a particular Marine's abil- 
ity to use the information. As we expect 
you to be involved in between ten and 18 
skirmishes, the actual application of the 
Dispatches will depend on skirmish cir- 
cumstances. 

One more item before we embark — look 
over the overall map. It shows the direct 
route and flanking routes. As you will note 
from studying the map, some locations are 
favorable while others are to be avoided, 
especially if our resources are waning. 
However, realize that there is always a 
chance we'll hit unexpected terrain. Our 



experts have identified 32 additional sites 
we may be forced to encounter, depending 
on luck, the resistance we face, and so on. 
My advice is to view this map with a skep- 
tical eye. Marine intelligence may not be 
keeping up with current events, pals. Our 
basic expectation should be that our map 
will be wrong around half of the time (more 
so on the Hank routes). We can also expect 
the Guard (which knows this planet much 
better than us) to try to force us into unfa- 
vorable corners. 

This concludes my general overview of 
the critical factors in this rescue attempt. 
Once you hit the surface, boys and girls, 
everything will depend on what leads to 
each skirmish, the number and timing of 
regroups and the interaction of the on-site 
commanding officer with the troops. Are 
you ready? I can't heeeeeeaaaar you! 
GOOD! We have a mission to accomplish. 
For honor, for Earth, for the Princess. Move 
out. Move! Move! Move! 



" ... an action/combat game that's light years ahead 
of the competition." ZDNet 





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Computer Game Entertainment 
Game Features: 

• First person combat simulator. 
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• Direct 3D enhanced. MMX* ready. 

• TruFlow™ technology for lag-free 
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• Gun firepower with LaserLok™ 
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• Awesome sound on 8 original sound 
tracks, 4 professional voice actors and 
over 200 spoken lines of story dialogue. 

> Death Match play for up to 8 players 
in 9 challenging levels. 

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© Copyright 1 997 Avalon Hill Game Company 



38 



TEN TACTICS AND TIPS FOR 

Heroes of Might & Magic II 

By Rick MoscafdU 




Foti know a game is good when the 
market supports release of a sequel, 
and that sequel has an extended life 
span on the hard drive of game testers. Rick 
provides more of his lopnotch advice for 
Heroes addicts. —SKT 

1. THE LONG MARCH 

The first thing to know is thai heroes 
have movement points, but armies 
''stacked" with a hero do not. This means 
that a hero can march his full movement, 
transfer his army to another hero, and that 
hero can move his full movement, and 
transfer repeatedly. This is critical in the 
early parts of the game, where it makes 
sense to hire a "gopher" hero, especially 
Barbarians, who tend to move faster than 
other heroes, to ferry armies out to the 
generals in the field. Hire the gopher at the 
beginning of the week when you get rein- 
forcements for your armies, and make sure 
the field general is one turn's movement 
away. Then the gopher can resupply the 
general, who can immediately use the 
larger army. This is far superior to march- 
ing the general back to the castle, hiring 
the army, and marching the general out — 
a two turn delay that can be critical. Even 
if you never get any other use out of the 
gopher, he can at least carry any cursed 
items you accidentally pick up. 



2. YOU MUST HAVE GOLD 

Time and again, you'll find yourself 
wishing you had more gold. You will 
never, ever, wish your hero was just 
one level higher. So, when you get the 
choice of "gold or experience" from 
those chests lying all over the place, 
take the gold. In the same vein, when- 
ever you capture a castle, make sure to 
give it a statue, which increases 
income by 250 gold — build one, and it 
pays for itself in five days ! Getting as 
many Marketplaces as you can stom- 
ach is also a good idea, since you will 
often find yourself with no gold, but 
plenty of resources like wood and ore. 
Upgrade your villages to castles (again, they 
pay for themselves in about a week). 

3. DEFENSIVE CASTLE TRICKS 

Never buy a "captain of the guard" for 
your castle — his stats are crummy, and 
you'll find yourself lighting him when you 
take the castle back. Mire a hero instead. 
because the hero will have better stats and 
come with a minute army. When defending 
a castle, prolong the battle as long as pos- 
sible- — the catapult that comes with your 
castle (or more of them, if you can afford 
it) will turn the tide eventually. Every 
enemy unit killed is one less that you'll 
need to kill to retake the castle. Try not to 
leave available recruits in your castle. 





since the computer will hire them if it 
wins. If you are worried about morale loss 
from mixing forces, you can always assure 
that the lower slots are units of whatever 
type you want. Select the unit, a band of 
five archers, for example, [hen select an 
empty slot. A screen will come up asking 
how many archers to put in the empty slot 
(say one). Not only does this give you 
complete control over what forces defend 
the castle, you can often trick the computer 
into blasting a minimal unit — there is noth- 
ing like watching one archer catch a 125- 
point lightning bolt, while eight Crusaders 
stand nearby. The computer loves range 
units, making them ideal for this tactic. 

4. OFFENSIVE CASTLE TRICKS 

You want to take castles quickly. That 
usually means lots of air units and spellcast- 
ing. All other things being equal, a really 
powerful non-spellcaster can defend against 
a mediocre spcllcaster. Divide your air units 
into two groups, so you can close with the 
rangestrikers as fast as possible. Range unit 
combat abilities are halved in close combat, 
so this is an excellent method of "halving" 
an opponent's forces. 

5. CATCHING THAT ELUSIVE HERO 

Unfortunately, computer heroes will run 
away when losing, especially when they 
have nifty magical items. However, a hero 
can't run away when he's in a castle (curi- 
ously, castles are not the place to be when 
your army is weak). So, if the hero you want 
to catch has a decent army under him, vacate 
your castle, leaving behind few, if any, 
forces to recruit, and let him take it. Then 
counterstrike, and you catch yourself a nice 
hero, as well as his bag of nifty magic items. 



39 



6. ENDLESS ARMAGEDDON 

Chain Lightning, Armageddon and a 
small family of other spells can devastate 
an army. A good trick for thinning out a 
large hostile army near one of your castles 
is as follows. Get a good mage and give 
him an army either with jusi enough in it to 
survive a mass damage spell, or with 
magic -re si st ant creatures like dwarves or 
dragons. In the case of dwarves, fill all the 
slots with dwarves, since their 25 per cent 
magic resistance applies to each slot/stack 
(not each dwarf). March your mage out and 
attack. Cast your Armageddon spell, then 
select "surrender." Pay Ihe price, which 
should be low because you have such a 
small army. Then rehire the mage at the 
nearby castle, and repeat. In the case of 
Chain Lightning, you want a fast creature 
like a Phoenix. March in, cast Chain Light- 
ning, retreat, and repeat. This is a little 
expensive, but an excellent method for 
draining away the gigantic forces that com- 
puter opponents accumulate. 

7. BLITZ 

The main computer advantage is that its 
castles produce units more quickly than 
yours. If your castle produces four Hydras 
per week, that same castle, when controlled 




by the computer, will produce aboul six. 
The same goes for every creature produced 
at the castle (depending on selected skill 
level). Combined with the gold bonus that 
computer players get, the computer can 
easily overwhelm you in no time at all. This 
means that the best strategy in this game is 
different than, for example, in Master of 
Orion where you build up your forces, 
invest resources wisely, and then over- 
whelm the computer. In Heroes, you need 
to push out immediately, and take castles 
from the computer before it produces any- 
thing. Try to let the computer take a neutral 
castle, and then capture the castle at the 
beginning of the week— you'll get to take 
advantage of his production before he gets 
a chance to recruit. If you have two castles 



and he has two castles, you run the risk of 
being deluged with hostile forces. Make it a 
three-to-one situation as quickly as possi- 
ble. Another plan is to let the computer 
players attack each other. Once they've 
exhausted their oversized armies, you'll 
have a much easier time. 

8. THOSE AWFUL UNDEAD 

If an army has one undead unit in it, 
morale gets crushed, unless it is composed 
entirely of undead. This means that when 
you are about to lose an undead castle, you 
should keep some undead units available 
for recruitment. The computer invariably 
hires them, giving him an unhappy army. 
making your retaliation much easier. Most 
undead are slow and squishy. Thus, letting 
the computer buy undead is irresistibly 
effective. Bone Dragons are the excep- 
tion — never "let" the computer buy these. 

9. WIZARDS RULE 

You want spellcasters. If you are forced 
to buy a non-spelleaster, you may as well 
blow the 500 gold to give him a spell book, 
except perhaps for the first week or two of 
the game. Once you get a decent mix of 
second-level spells, a spellcaster (non- 
Knight, non-Barbarian) has so much fire- 



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40 

power that a non-spellcasler or neutral 
army has no chance of winning without tak- 
ing outrageous casualties, 

10. QUALITY, NOT QUANTITY 

A horde of weak creatures will get 
smashed by a small force of decent crea- 
tures. No matter what type of castle you 
have, you are better off saving your gold to 
get better creatures. A horde of Goblins 
isn't as good as a few Cyclopes. The fol- 
lowing formula can be used to determine 
the relative value of a given creature: Gold 
Efficiency = (expected damage) times 
(attack modifier versus defense value of 6) 
times (hits) times (defense modifier versus 
an attack value of 6) divided by (gold cost 
to hire). The modifiers versus attack and 
defense are given on page 55, namely, a ten 
per cent bonus when you are above the 




number, and a five per cent penalty when 
below. For example, for a creature with an 
attack of 7, its attack modifier would be 1.1. 
Although tnis formula doesn't take into 
account special abilities or speed, it gives 
an appropriate weight to the value of hit 
points- — creatures with high hits have 
tremendous combat usefulness, because 
they heal instantly at the end of each battle. 
Clever players quickly maneuver their crea- 
tures in a way to make special abilities use- 
less. Speed is generally only an issue for the 
player who has the one fastest creature in 
the battle, since getting that all-important 
first spell off is about all that speed accom- 
plishes. Having high hit points is the best 
defense against spells. The expected dam- 
age for archers that shoot twice is doubled, 
naturally, and the expected damage for 
double-attackers like wolves and Paladins 
was increased, for purposes of this calcula- 
tion by 50 per cent. It probably should be a 
bit more than that for Paladins, and a good 
player will try to get something else to 
attack the wolves' target first, so the target 
won't be able to counterstrike against the 
wolves' low defense. 



As you use this formula on the castle 
creatures, some trends pop up. Let's look at 
the GE of the Knight's creatures: 

Peasant 0.019 

Archer 0.111 

Ranger 0.166 

Pikeman 0.286 

Veteran Pikeman 0.306 

Swordsman 0.633 

Master Swordsman 0.633 
Cavalry 1.210 

Champion 1,290 

Paladin 3.656 

Crusader 2.850 

Note how the gold efficiency of the Cru- 
sader is below that of Paladin — the Cru- 
sader's small increase in hits is hardly 
worth the nearly double cost. Similarly, the 
Master Swordsman isn't better, on a gold 
efficiency basis, than the Swordsman. Niili. 
the "'high end" creatures have much greater 
efficiency than the ones on 
the low end. As we shall see, 
the GE of a peasant is the 
lowest in the game — -you sim- 
ply cannot win using only 
peasants. 

Let's look at the Sorceress: 
Sprite 0.032 

Dwarf 0.270 

Battle Dwarf 0.240 
Elf 0.IS9 

Grand Elf 0.214 
Druid 0.460 

Greater Druid 0.470 
Unicorn 1.350 

Phoenix 3.840 

Here is one case where not 
taking speed into account might be mis- 
leading, since the Battle Dwarf is twice as 
fast the "basic" dwarf. Still, this won't be 
an issue in a fight where most things fly or 
where there are no range strikers. 
Rangestriking is something that is valuable 
against some neutral forces (i.e., slow, non- 
ranges tri king) and nearly useless else- 
where. The ratings here are considerably 
lower than for the Knight — once the Knight 
gets into close combat, much of the value of 
the Sorceress' units drop. Comparing GE 
between Phoenix and Sprite, one Phoenix 
will smash 50 Sprites, even though they 
have the same gold value. 





Let's look at the Wizard: 




Halfling 


0.054 


Boar 


0.214 


Iron Golem 


0.513 


Steel Golem 


0.594 


Roc 


0.693 


Mage 


0.630 


Arch mage 


0.704 


Giant 


3.825 


Titan 


3.840 



The Wizard is even a better deal than the 
Knight. Because the Golems are so effi- 
cient, you certainly get a better deal on your 
upgrades here than with the Knight's 
forces. Note that 10,000 gold worth of 
Titans (two of them) will be a fairly even 
match for five Giants (10,000 gold worth of 
Giants), at least in a straight slugfest. 

The Barbarian has some of the toughest 
units, but let's see if they are efficient pur- 
chases: 



Goblin 


0.048 


Ore 


0.120 


Ore Chief 


0.204 


Wolf 


0.360 


Ogre 


0.792 


Ogre Lord 


0.842 


Troll 


0.500 


War Troll 


0.576 


Cyclops 


3.533 


As anyone who's 


played the 



game 

enough can tell you. Trolls are usually not 
a good bet, and massed wolves and ogres 
can do a number on units that have the 
same gold cost because they are more 
efficient. Doing the math, a 300 gold- 
point Ogre will expect to beat a 300 gold- 
point Master Swordsman in 6 attacks 
whereas the Master Swordsman won't kill 
the Ogre unless he gets 7 attacks. Com- 
paring the gold efficiencies, the Ogre 
wins around 56 per cent of the time- 
while the Swordsman's speed can be the 
winning factor, there's no reason to 
expect the Swordsman to get his seventh 
hit before each has taken his sixth hit — 
the Ogre must do worse than average for 
the Swordsman to win. The Cyclops has 
the second lowest efficiency rating of the 
"top" units (ahead of the Crusader), but it 
is also the easiest to get. 

Now let's see what a joke the Necro- 
mancers are: 

Skeleton 0.084 

Zombie 0.143 

Mutant Zombie 0.143 

Mummy 0.350 

Royal Mummy 0.350 

Vampire 0.430 

Vampire Lord 0.440 

Lich 0.430 

Power Lich 0.520 

Bone Dragon 6.037 

Yes, Necromancers have the best wimp 
creature: Skeletons are much more effi- 



41 



cient than Peasants or Goblins. Yel. all the 
stuff in the middle is pretty lame, more so 
when you consider how slow everything 
is — speed is a more significant factor when 
nothing is fast. Mercifully, the Bone 
Dragon is both efficient and relatively easy 
to get. Still, the Necromancer is a vulnera- 
ble castle, triply so when the anti-undead 
spells are available. 

Finally, wc look at Dragons; 
Centaur 0.053 

Gargoyle 0.177 

Griffon 0.333 

Minotaur 0.938 

Minotaur King 0.965 

Hydra LI 60 

Dragon 5.200 

Red Dragon 6,140 

Black Dragon 7.080 

Warlock is easily the strongest castle 
type — a few Dragons can destroy most 
armies, even when lead by a neophyte 
Knight. While gathering the resources to pro- 
duce Minotaurs can be tough, they are often 
overlooked as a "'boring" creature. Even in 
low numbers, they have sufficient speed and 
firepower to defeat moderate groups of 
smaller creatures. Only Knights have a better 
"second-best" creature, and it takes awhile 
for the Knight castle to get them. 

Finally, we come to the neutral crea- 
tures. Looking at their GE is a bit mis- 
leading, since their best value is in the 
early game, where an influx of even weak 
creatures, regardless of efficiency, can be 
a boon. Rogues have a respectable rating 
of 0.060, which puts them ahead of every- 
thing but Skeletons. Nomads have a nice 
0.385, not enough to make them critical 
except when none of the medium crea- 
tures are available. Genies have a massive 
3.096 rating — no wonder that a few of 
these at the beginning of the game can 
cause an easy win. Medusas have a rating 
of 0.773, which makes them a fine com- 
plement to an otherwise lackluster force. 
Neutral creatures almost always bring 
morale down, so you should avoid them 
when you are producing better creatures 
in your castle. 

In general, the top creature for each cas- 
tle is a far better "buy" than the lower crea- 
tures. Each category of creature is usually 
an improvement over the previous. Whether 
playing against the computer or other play- 
ers, if you get access to the top creature 
before your opponents, you should press 
your advantage as quickly as possible. 

LAGNIAPPE 

Down here in New Orleans, we have a 
fine tradition of "lagniappe," which basi- 
cally means giving just a little more than 
promised. So, even though I promised ten 
tips for playing Heroes of Might and 



Magic II, here's a secondary skills cheat 
sheet. Whenever a hero goes up a level, you 
get a choice of two skills; if you just can't 
tell what to pick, use this alphabetized list 
to pick the skill with the higher rating: 
Archery 7 

Ballistics 9 

Diplomacy 1 

Eagle Eye 3 

Estates 14 

Leadership 12 

Logistics 13 

Luck 10 

Mysticism 5 

Navigation 4 

Necromancy 6 

Pathfinding 8 

Scouting 2 

Wisdom 1 1 

Diplomacy is only a good skill if you can 
get "Expert" in it. Unfortunately, none of 
the character classes have a decent chance 
of doing so until they advance many levels, 
at which point there won't be enough neu- 
tral forces around for it to matter. Unless 
you feel lucky, you should avoid it. 

Scouting is totally useless in the end 
game, because you can always see any area 
that you've "cleared" anyway. 

Eagle Eye can be a lifesaver if you are 
getting hit with a powerful spell (the fact 
that Eagle Eye will teach it to you after the 
battle, ten per cent of the time or so, is 
pretty dubious). If you are winning, you 
don't need it, and if you are losing, you 
won't have an army to take advantage of 
the spell. 

Navigation is nice, but 95 per cent of 
what happens in the game takes place on 
land. You already move quickly at sea even 
without Navigation, and it is a better deal to 
hire a Sorceress (who starts with Naviga- 
tion) to explore that odd sea area. 

Mysticism provides a slight increase in 
the trickle of magic points you get every 
turn, but this is of little value, as magic 
wells are common on every map in the 
game. Even if you have "Expert" Mysti- 
cism, you'll find it is a good idea to go back 
to a castle and sit a turn, even if no wells are 
around, instead of sitting in the open for a 
dozen turns waiting to get spell points back. 
Necromancy is usually crummy. Free 
skeletons usually just drag the morale of 
your army down, unless it is all undead. 
Only a Necromancer should take Necro- 
mancy. 

Archery is also a feeble skill, but any 
bonus to attack is something that you'll be 
certain to get use out of sooner or later. 

Pathfinding is usually worthwhile. With- 
out it, you run the risk of dragging your way 
through a desert or something. Expert 
Pathfinding is only a good idea when you are 
on a map loaded with bad terrain. 



A character with decent Ballistics will 
topple castle walls with surprising speed. 
This skill is most important in the early 
game, when you don't have great creatures 
and spells. 

Luck is always nice, since there aren't 
many battles where you won't want to dou- 
ble the damage that your troops inflict. 

Wisdom is mandatory, although some- 
times not getting it in the first few turns 
doesn't hurt. Access to high-level spells 
can mean the difference between a huge 
army devastated by Chain Lightning and 
an easy win for you. 

Leadership is much better than Luck, 
because high morale increases the chance 
that your army moves again (and gets 
another chance at being Lucky). A few 
bonus moves in the early part of the battle 
can easily turn the tide. 

Logistics is incredibly useful, because 
often you will be forced to use one medium 
army to defend against three or more large 
computer armies. Successful use of "inte- 
rior lines," together with Logistics, will 
make defense easier. Being able to move 
quickly on the attack is even more fun. 

Estates pays for itself. Whenever you 
find a hut or something that teaches this 
wondrous "skill," hire a hero every turn and 
march it out to learn Estates. After ten 
turns, the heroes will pay for themselves, 
and generate a steady income. 



Heroes of Might and Magic II by 
New World Computing 
System Requirements: 66 MHz, Win95, 
8 mb RAM, 55 mb of HD space and a 
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42 



Raiders and Rivets 

Nuts-and-BoIts Tips for THE GREAT WAR AT SEA 

By Charles Bahl 



rHE Great War at Sea by Avalanche 
Press could have taught Churchill 
and von Tiipitz a thing or two about 
their own navies. Prior to the First World 
War (aka The Great War), both the First 
Lord of the British Admiralty and the Sec- 
retary of the German Navy anticipated an 
apocalyptic final reckoning between their 
two formidable fleets— a fight that never 
took place. Even the battle of Jutland, 
where the British Grand Fleet and the Ger- 
man High Seas Fleet finally squared off 
against each other, was far from the deci- 
sive naval contest both sides had envi- 
sioned. As it turned out, battleships — those 
huge floating capital expenditures — were 
just too valuable to risk in mortal combat. 
As a result, most of the surface naval action 
of the First World War consisted of small 
engagements between fleets of limited size. 
It was a war of raiders and interceptors. The 
Great War at Sea (GWAS) makes this 
admirably clear. If von Tirpitz had been 
able to play GWAS before the conflict 
broke out, he might have had a clearer 
picture of what was coming. 

Avalanche Press intends to issue GWAS 
in three volumes that cover essentially all 
the naval engagements of the First World 
War, plus a few prewar and hypothetical 
scenarios as well. The first of these volumes 
covers the Mediterranean. Its fifty scenarios 
make a comprehensive survey of this often- 
overlooked theater of operations. The 
Mediterranean was the domain of the com- 
merce raider, where small fleets would sud- 
denly appear, sink a few vulnerable mer- 
chantmen, and depart as quickly as they had 
arrived. This kind of naval warfare made for 
many intriguing strategic situations. 

Although GWAS has only eight pages of 
rules and is simple to learn and play, it is 
quite different from most naval wargames 
with which the reader is likely to be famil- 
iar. The following article attempts to give 
the beginning player a smattering of 
advice — strategic or tactical simple-to- 
re member tips that can be employed to your 
benefit during a game of GWAS, even under 
the pressure of an incoming broadside 
salvo. I don't pretend that the list is close to 
being complete. Although I believe that 
these tidbits of advice have wide applica- 
bility, you will discover that some do not 
pertain to specific scenarios and that others 



should be followed at your own peril in cer- 
tain situations. Caveat lector. 

CONSERVE YOUR FUEL 

First of all, I recommend always playing 
with the fuel rules. They require a minor 
bookkeeping effort, but are well worth it for 
the extra possibilities they add to any sce- 
nario. In many scenarios fuel, or the lack 
thereof, can have a major influence on your 
strategic decisions. The basic rule of thumb 
for fuel expenditure is: ''Don't move two 
sea areas in a single turn unless you 
absolutely must." Probably the worst thing 
that can happen to a ship, next to being 
sunk, is running out of fuel. Two-area 
moves eat up your precious coal at six 
times the normal per turn rate. If you are 
careful and have thought far enough ahead, 
you can always refuel. 

Staying in port for a few turns is usually 
a disaster. Not only is valuable time wasted, 
but your opponent will know exactly where 
you are and will either attack you in port or 
make it difficult for you to escape. Given 
these rather nasty repercussions, under 
what circumstances should you make a 
two-area move? Here are five of the most 
important reasons to make such a move: 1) 
you have more fuel on board than you 
could possibly ever use (unlikely in most 
scenarios); 2) you must sprint out of a 
blockaded port; 3) you can escape from a 
nearby enemy fleet or fleets; 4) you are 
short on time (for whatever reason); and 5) 
you can close quickly on an enemy fleet. 

At the beginning of the game, while 
you are making your mission assignments, 
assess your fuel needs. Try to set up an 
overall strategic fuel plan. This is easy for 
such missions as transport and bombard- 
ment, since the routes for these missions 
must be preset before the game begins. 
But it is even possible to get a good idea of 
the fuel allotments for raiding and inter- 
cepting fleets. The time used to carefully 
assess your fuel requirements will be time 
well spent. 

SEARCHING FOR MERCHANTMEN 

If you are playing with the fuel rules, 
you can make the most efficient use of your 
coal by expending only a single movement 
factor per turn when rolling on the Mer- 
chant Location Table (MLT). This is 



because the table is pegged for a higher rate 
of return when using one movement factor 
to search. For example, on the level-four 
density column, you will average .66 mer- 
chantmen sunk per fuel point when you 
expend one movement factor, as opposed to 
only .19 sunk when you expend two move- 
ment factors. 

Do not, however, follow this conserva- 
tive approach blindly. It obviously does not 
apply to level-one density, since no mer- 
chantmen can be sunk when expending 
only a single movement factor on the level- 
one column. Also, it does not apply when 
time is a crucial ingredient to your success 
or failure. The MLT is obviously set up so 
that you can risk more fuel in order to speed 
the acquisition of victory points (VPs). If 
you are short on time, you must expend 
extra fuel in order to scrounge up the 
required VPs before the scenario's end. As 
in all things, assess your goals and your 
chances of achieving them. If you can 
afford to be profligate with fuel, by all 
means fire up the boilers. 

DONT SEEK BATTLE 

I'm sure you don't want to hear this. 
You purchased GWAS, after all, for no 
other reason than to experience the sheer 
joy of lobbing a few hundred shells at 
enemy battlewagons. However, discretion 
is the belter part of valor. Sailing in harm's 
way is a very unsure enterprise, and the 
results are often unexpected. In fact, the 
tactical combat rules of GWAS emphasize 
just how uncertain a naval battle really is. 
In addition, you may not be able to bring 
your enemy to battle in the first place. Find- 
ing an opposing fleet is difficult enough. 
Preventing it from running away is also 
lough. Therefore, if at all possible, seek 
victory by some means other than battle. 
Put all you efforts into seeking combat only 
if there is no other way for you to beat your 
opponent. 

Avoiding battle is even plausible in 
those scenarios where you are cast in the 
role of an interceptor with a strong fleet at 
your disposal. As the intercepting player, 
you might take it for granted lhai victory 
lies exclusively in destroying the other fleet 
(carefully check the victory conditions). 
There are usually several ways for the inter- 
cepting player to win. You might get a vic- 
tory simply by thwarting your opponent's 
plans. You might be able, for example, to 
deflect an enemy convoy off course or frus- 
trate a coastal bombardment. Assess your 
options. Winning Without fighting should at 
least be given a second look. 

FLEE A BATTLE 

You probably don't want to hear this 
either. Having previously said that you 



43 



should only seek out battle for a very 
good, if not a game- winning, reason, you 
should also be ready to escape from a bat- 
tle in which you are already embroiled. 
Ninety-pound weaklings, who stick 
around to see how their fist fights turn 
out, spend most of their time in the hos- 
pital. The same thing can be said of admi- 
rals armed oniy with tertiary guns. When 
you are involved in a battle, learn to make 
an intelligent assessment of your 
chances. If you are significantly weaker 
than your opponent, do not be ashamed to 
run away. It will only get worse if you 
hang around. If you have the upper hand 
in the engagement, stay put for the fire- 
works, and pursue the enemy fleet when 
he attempts to escape. 

The most difficult judgment call comes 
when your fleet is about equal in strength to 
that of your opponent. In this case, you 
might stick around, just to see how the 
shells fly. Remember that up to five rounds 
of combat can occur during the tactical 
phase. That means that you can sustain an 
incredible amount of damage before you 
know it. If things start to go badly for you, 
you may not be able to escape from such a 
situation with much of a fleet. Keep that in 
mind any time you feel like firing off your 
big guns. 

Sometimes it is not easy to determine 
the dominant antagonist in a particular 
naval battle. As a simple general rule you 
can sum the victory point values of the 
ships in your fleet and compare the sum to 
that of the opposing fleet. Although 
destroyers are essentially second-strike 
weapons (i.e., their torpedoes can be fired 
only after gun damage has already been 
assessed), they can be quite deadly 
against unescorted larger ships, especially 
if two or more destroyers can gang up on 
each capital ship. In such a circumstance, 
you can safely double the value of each 
destroyer when determining whether you 
should fight or run. 

SEARCH THE CHOKE POINTS 

As mentioned above, it is always diffi- 
cult to find an enemy fleet. It is hard 
enough to find fleets that have predeter- 
mined routes assigned to them (e.g., trans- 
port and bombardment fleets). Locating a 
hidden raiding fleet makes you quickly 
realize just how much water the Black Sea 
really holds. If you think you can find a 
raiding fleet by cruising around in the mid- 
dle of the sea, think again. You can, how- 
ever, usually narrow the perimeters of your 
search. Restricted search areas are "choke 
points." To help you discover a scenario's 
choke points, you should first consult the 
victoiy conditions. By examining the goals 
that your opponent must reach in order to 



win, you can often discover exactly where 
you need to search for his fleets. Here's a 
veiy simple example. Let's say your oppo- 
nent must, in order to win, dispatch a raid- 
ing fleet of speed 1 from Constantinople to 
Batumi. In a scenario that lasts 24 turns, the 
possible paths that the Central Power fleet 
can follow will be severely limited, since it 
will take him at least 22 turns to reach his 
objective by the shortest possible route. If 
you cannot send a fleet to intercept him at 
Batumi, send one to intercept him in an area 
that he must transit. 

Unlike the simple example above, the 
choke points normally arise from a more 
complex combination of the various com- 
peting goals of each player. However, if 
you spend some time analyzing the inter- 
action of these goals, the most likely 
choke points will usually reveal them- 
selves. Choke points are usually found 
around ports, along shipping routes, along 
straight-line paths between ports, in 
restricted waters like straits and the 
passages between islands, and around vul- 
nerable, on-map fleets. 

PLAY YOUR OPPONENT, 
NOT THE BOARD 

One of the tried-and-lrue command- 
ments of chess is to play the board, not your 
opponent. GWAS, however, turns this clas- 
sic precept on its ear. Unlike chess, GWAS 
does not provide perfect information about 
an opponent's disposition of forces. For 
example, because the location of a raiding 
force is usually unknown (except at certain 
key moments during the scenario), the 
intercepting player is forced to second 
guess his opponent at every opportunity. If 
one knows anything about the enemy's 
style of play, use it to advantage. Is he the 
type to move quickly and sail directly to his 
objective, or is he more slow and cir- 
cuitous, taking a winding course to confuse 
the issue? Does he normally seek out the 
higher victory point objectives, or does he 
go for the cheap ones first? 

In Scenario 8, for example, an Allied 
player with a more "direct" personality may 
head his raiding fleet straight for Zongul- 
dak and the Central Powers' major sea 
route between there and Constantinople. A 
more devious player may head either west 
or east to the minor sea routes skirting the 
Black Sea. This is just a single simple 
example. There are dozens of ways to 
psyche out your opponent, and in turn, 
equally many methods by which he can 
play mind games with you. You risk ignor- 
ing the psychological aspects of play to 
your own detriment. GWAS has been 
devised as a game that rewards deception 
and counterdeception. +■ 



? ? QUESTION BOX ? ? 

MACHIAVELLI ('95 ed.) 



ERRATA FOR 3,2 Control of provinces with their 
cities for all purposes, including victory, is determined 
only "at the start of die Spring [urn" (not "at the end of 
any turn"). Change the phrase in each of the four para- 
graphs of the rule. 

43 With an enemy in the province and a friendly gar- 
rison in the city, is the city in friendly control? 
A. No. control of die city goes hand-in-hand with 
control of the province. 

ERRATA for 4.3 To clarify, the fourth bullet 
should read: "If one player has a garrison unit in the 
city while another player has a military' unit in the 
city's province, no one controls the province and its 
city. Remove any control marker that may have been 
in the area." 

8.5 May a player both disband and build in the same 
province in the same Spring? 
A. No. Disbandment takes place after all builds, so 
that no army may be replaced by a fleet or vice versa. 
The disbandment rule does not allow you to skip the 
garrison stage to convert a unit. 

9,3 What is "adjacent" when it comes (o bribing a 
garrison? Do you have to be in the same province as 
the city? 

A. No. the bribe may be done from the same 
province or from the province adjacent to the one 
containing the city. 

10 A rebellion has been brewed inside Genoa city, 
allowing Florence to force Milan's army in Genoa 
province to retreat. Can the Milanese army retreat into 
the city? 

A. No, the Milanese army may not retreat into a loca- 
tion held by a rebellion. The rebellion is "relieved" 
and removed at the end of the turn (after retreats are 
conducted). 

10 If a rebellion unit is placed in a fortified city, 
does that unit support liberating units advancing into 
the province? 
A. Yes. 

14 Do "two strength" special units count as a single 
support? Can it be cut by a single advance? 
A, No. only one of its strength points is cut by a sin- 
gle advance, the other support remains intact. 

ERRATA New Rule 16.5 Ducat Borrowing Phase 
The Ducat Borrowing Phase contains two steps: First. 
loans that arc due must be repaid or the default penalty 
is applied. Second, new loans may be borrowed. This 
sequencing prevents players from taking out new 
loans to repay loans that are due in die same phase. 
Note: all money borrowed in a single phase for the 
same duration is part of the same loan. 

ERRATA RULE 17.1 Control of provinces (along 

with their cities) is transferred at the start of the Spring 
turn (as stated in 4.3) and is no different when deter- 
mining conquesi of a player. To simplify, rule 17.1 
should state "If you control no provinces in your home 
country at the start of a Spring turn, your are elimi- 
nated." Furthermore, 'To conquer another player's 
home country, you must control all provinces in that 
player's home country at the start of a Spring turn." 
This change does add the requirement of conquering 
home provinces containing no cities. 



Beach 



by 



Beach 



Strategy in BREAKOUT: NORMANDY 

Part 2: Gold, Juno and Sword 

By Alan Applebaum 



T" fere we continue Alan's in -depth 

§ § strategic analysis (Part I is found 

M. J. in volume 31, number 6 of The 

general;.— skt 

GOLD BEACH— STRATEGY 

According to the Allied plan sel forth in 
Part 1 of this article, the Gold Beach group 
must take only Bayeux to achieve its "par." 
Any further progress into Foret. Tilly. Vil- 
lars or Balleroi should be regarded as a 
bonus. The German should be content with 
making the Allies spend two or three 
impulses taking Bayeux. The German is in 
good shape, if Balleroi, Tilly and Foret are 
all adequately defended at the time of the 
loss of Bayeux. The German should prefer 
a defense in depth to an all-out defense. 

The British should avoid the trap of 
heading down the Verson-Evercy corridor. 
Aunay-sur-Odon, a Bocage area, is easily 
defended, as is Bourguebus (an unbridged 
river defended by the 1 2th SS). Any spent 
British units in Verson and Evercy are vul- 
nerable to counterattack. The Allies cannot 
afford to enter areas with terrain effects 
modifiers (TEM) of "+1" without over- 
whelming force, because a small force risks 
unit losses to a German counterattack. Any 
impulses available are better spent else- 
where, as the Verson-Evercy corridor may 
yield no victory points (VPs), while it is 
guaranteed to cost a lot of supply and 
spread the British thin, at least until rein- 
forcements arrive on June 9. An Allied plan 
to surround Caen is doomed to fail against 
any competent German defense. 

GOLD BEACH— BRITISH TACTICS 

The initial amphibious assault here, as 
described by Maly, seems to be best and 
almost universal — attack with the three 
infantry regiments of the 50th Division, 
even against interdiction. This "+2" attack 
has a healthy 44 per cent chance to clear the 
beach against the spent Arromanches CA, 
and has only a 24 per cent chance of losing 
the battle. Even an outright loss is no disas- 
ter, because only three units are disrupted 
and 8 Armor still gets to attack at 7-6. As 
indicated previously, the Advantage should 
never be used on this beach. With both 8 
Armor and 56 Infantry available to exploit, 
the capture of Bretteville and Villars or 
Tilly is a real possibility. The beachhead is 
quite sale from counterattack, even if all 
amphibious assaults fail, because the Ger- 



man 21 Pz/192. the only serious threat, is 
two areas away. 

If the beach falls on the first assault, the 
German will presumably move 21 Pz Flak 
and PAK into Bretteville on Impulse 0. If 8 
Armor doesn't move on Allied Impulse 0, 
the German may blow the Gold-Bretteville 
and Juno- Bretteville bridges, putting a big 
crimp in the British plans (but a follow-up 
assault on Omaha against a fresh 352/xx is 
more urgent for the Allies). A conservative 
course of attempting to seize the bridge 
before entering Bretteville seems best. If 8 
Armor overruns Bretteville without seizing 
the bridge, it has two MF left to advance 
into Villars or Tilly, but this is a pipe-dream 
at 5.4 per cent. Even if it works, the Ger- 
man may eventually sprint into Bretteville, 
cutting off supply to 8 Armor. Stick to 
clearing Bretteville. The German doesn't 
have the uniLs to garrison both Villars and 
Tilly against 56 Infantry. The German's 
only hope in this position is to blow both 
bridges out of Bretteville (25 per cent). 
Therefore, the Allies should use the 8 
Armor in a 7-5 attack after a successful 
seizure of the Gold-Bretteville bridge. The 
Allies need only contest Bretteville on June 
6. If this fails, the German line is too short 
and easily defended, while both Gold and 
Juno remain exposed. 

Maly is too pessimistic about the diffi- 
culty of taking Bayeux once the entire Gold 
assault force is ashore and fresh. The solu- 
tion is to slide the Canadians over from Juno, 
hit Bayeux with air bombardment (and, if 
that fails, Corps Artillery on June 8) and 
attack with an attack value (AV) of at least 
15 (Armor, two regiments of the 50lh, two 
Canadian regiments, two divisional artillery, 
two divisional integrity bonuses and air sup- 
port). If Bayeux is defended with only two 
spent units, die defense has a defense value 
(DV) of 7, even with the Gold-Bayeux 
bridge German-controlled. The attack at 15- 
7 (+8) has a 76 per cent chance to take the 
area and a 66 per cent chance for an overrun. 
British corps artillery may also be available, 
and an additional British infantry unit or two 
may join the attack across the river or 
through Port-en-Bessin. 

The British have one other job which 
cannot be ignored. They must try to force 
Panzer Lehr to move on June 7. This means 
that clearing Bretteville may have a higher 
priority than assaulting Bayeux. If Lehr is 



permitted to move to Zone C, refit free, and 
regroup to Aunay sur Odon, the Germans 
have a much easier time stabilizing the 
center and improving their supply position 
significantly. 

JUNO BEACH— STRATEGY 

Juno is more of a liability than an asset 
to the British, even when cleared. Its forces 
can mount only a 12-AV attack into Caen, 
even in clear weather. It is risky to make a 
full-division assault from Juno into Bret- 
teville or assist with the capture of Bayeux 
until Caen is contested, and by then the 
Germans will probably have garrisoned 
Tilly and Villars well enough to prevent 
their capture without a concerted effort by 
the British on June 8, and probably not even 
then. It may seem templing to advance 
through Bretteville into Verson and Evercy, 
but as mentioned above, this too is a dan- 
gerous trap for the British. In sum, the 
Canadians are best used to assist the British 
in taking Bayeux, as described above, or as 
a backup force to assault Caen, as described 
in the discussion of Sword beach below. 

JUNO BEACH— CANADIAN 
TACTICS 

On June 6, Juno is almost exactly anal- 
ogous to Gold. The initial wave is a "+3" 
assault (assuming no successful interdic- 
tion) with the three Canadian infantry 
units. If the assault wins or stalemates but 
does not clear the beach, 2 CA can assault 
accompanied by 3 CA/xx, because it is not 
a Mandatory Assault. Nevertheless, 3 
CA/xx is not disrupted if 2 CA loses the 
assault, because it is not participating in 
the assault. 

The British should not spend an entire 
impulse capturing Douvres with 2 CA. This 
unit should be used in Bretteville, unless 
impossible due to blown bridges. Douvres 
is best taken from Sword in conjunction 
with an assault on Caen, as set forth below. 

If necessary, the Canadians can be used 
to assault Caen on June 7, but this should be 
attempted only if assault from Sword fails 
or is impossible. 

If the German garrisons Tilly and Vil- 
lars, I suggest that you only try to take them 
if something has gone wrong with the basic 
plan and you need them. Perhaps Utah is 
shut down, or the 1 2th SS got a weather 
change and cleared Merville. With only 1 



45 



VP to recover under the plan, a prolonged 
assault on Tilly or Villars may be the 
answer — but not as late as June 1 1 , when 
German reinforcements will make these 
areas invulnerable. If these two areas are 
equally well defended, you should prefer 
Villars to stretch the German front. 

GERMAN TACTICS- 
GOLD AND JUNO 

In most cases, you need only a simple 
plan for June 6. If either beach falls on 
Impulse 0, 21 Pz FLAK 
and PAK have to go to 
Bretteville, as Green- 
wood notes. If neither 
beach is cleared, the Ger- 
man may decide to gam- 
ble on Impulse by 
attempting to blow both 
bridges from the beaches 
into Bretteville, a 26-to- 
10 chance. If it works, 21 
Pz/192 is freed to attack 
a beach. Bretteville may 
not fall for a long time. 
On the other hand, if one 
bridge remains standing 
and a British armor unit 
gets an overrun on Gold 
or Juno on Impulse 0, 
Bretteville falls and the 
two remaining fresh British point units may 
get to waltz into Tilly, Villars or both. Con- 
sistent with my aggressive Germ an /conser- 
vative Allies theory, I think the bridge- 
blowing gamble is worth it, particularly if 
the Germans have the Advantage to use to 
re-roll the demolition attempt which failed, 
or both the Gold and Juno amphibious 
assaults failed so that the Impulse British 
attack on either beach is only at 7-6. 

If Bretteville is contested, blow all the 
bridges leading out of it. The best time to 
blow bridges is when the Allies contest, 
rather than control, an adjacent area. Your 
odds are high and the Allies cannot repair it 
on the same impulse in which they clear it 
(unless diey take a Double Impulse). They 
can't overrun out of the contested area. With 
the bridges blown from a contested Bret- 
teville to Tilly and Villars, you have a little 
breathing space and don't have to move 
Panzer Lehr on the first impulse of June 7. 

The idea in Bayeux is delay, not victory. 
This means a garrison of exactly two units, 
including 1 FLAK. The German could add 
more units to the defense at the risk of los- 
ing three or more units in an impulse and 
the total collapse of the central sector. This 
would depend on whether Panzer Lehr 
arrived on the scene in good order and in 
time. As Bayeux is five areas away from 
Zone C, Panzer Lehr will have a hard time 
assisting without a weather change. An 



overrun into empty areas is devastating, but 
the loss of additional units and multiple 
Sunset DRMs may be worse. If the Allies 
arc having average luck, the only realistic 
German defense (absent a weather change) 
is blowing the bridges into Bayeux and 
falling back to the Tilly- Balleroi-Foret line. 
Start Panzer Lehr in Zone C — don't 
think about it, just do it. In an ideal world, 
some or all of Panzer Lehr can be moved to 
Zone D on June 7, refitted free, and 
regrouped into Aunay sur Odon that night. 




Yet, more often than not, Bretteville will 
fall on June 6 or early on June 7, and most 
or all of Lehr will have to march the "Trail 
of Tears" in clear weather from Zone C 
through Thury-Harcourt, Aunay, Villars 
and Tilly. There is nothing Lehr can do 
from Zone B that can't be done better by 
"Big Black'*— the 12th SS and its friends. I 
would not follow Greenwood's suggestion 
to move Lehr Flak ahead of the rest of the 
group to provide a screen against air inter- 
diction on the following turn. This uses an 
impulse, and may require a supply depot all 
to itself to refit, just to reduce the air inter- 
dictions in one area by 50 per cent. 

Greenwood's suggestion of moving 
disrupted units off board for a free refit is 
somewhat dubious, as well. If the unit is 
disrupted on June 7, it regroups to a zone 
on the night of June 7, becomes spent on 
the night of June 8, becomes fresh on the 
night of June 9, and can move back to the 
action on June 10 (subject to air interdic- 
tion). Having moved, it is spent and won't 
be fresh in its new position until dawn on 
June 11. Assuming the Germans can't 
afford to refit the unit with a depot, they 
can surely find a better use for a disrupted 
unit than putting it totally out of action for 
three full days. The "Free Refit" substan- 
tially benefits only those units which 
move from zone to zone or fail an assault 
out of a zone. 



The German faces an excruciating deci- 
sion when, on the first impulse of June 7, 
Bretteville has fallen to the British, either 
Tilly or Villars are vacant, the Ornaha- 
Trevieres bridge is not blown, and the 
Germans own the Montebourg-Ste. Mere- 
Eglise bridge. If the German moves Panzer 
Lehr, the Americans may clear Ste. Mere or 
overrun Omaha and Trevieres while scor- 
ing a "hat trick." On the other hand, not 
covering Tilly and Villars is totally suici- 
dal, because the British will pour through 
the gap. To avoid this 
dilemma, if Bretteville 
is contested or lost on 
June 6, the German 
should move 30 
Infantry and 752 
Infantry from Cout- 
ances as far toward 
Caumont as possible on 
June 6, from which they 
can regroup into Tilly 
and Villars. If they get 
disrupted along the 
way, they may provide 
just enough defense to 
prevent the British from 
taking Tilly or Villars 
on the first impulse of 
June 7. 

SWORD BEACH— STRATEGY 

The Sword assault force provides the 
British with their best offensive group — 14 
AV after the Artillery lands. The Sword 
group is charged with the tasks of taking 
Merville and contesting Caen. Although 
Merville is an easy prize on June 7 (assum- 
ing the Allies won the amphibious assault 
on Sword), priority should be given to a 
maximum assault on Caen. Until Caen is 
contested, both Sword and Juno remain 
vulnerable to German counterattacks. 
British advances past Merville should be 
viewed with suspicion, despite the possibil- 
ity of achieving a breakout. The 12th SS 
and the Zone A reinforcements on June 8 
and 9, along with the Le Havre Battery, are 
more than adequate to defend against any 
advance beyond Troarn, while threatening 
to counterattack. 

SWORD— BRITISH TACTICS 

Sword, like Omaha, is not favored to 
fall on June 6. The stakes are high, 
because Caen may become impossible to 
contest, if the Germans have an extra day 
to prepare. Also, the British paratroopers 
in Merville start to become vulnerable if 
they can't be reinforced from Sword. The 
longer Caen is uncontested, the greater the 
danger of a weather change leading to a 
devastating German counterattack on 
Sword or Juno, with bombardment support 
by 21 Pz/xx out of Caen. 



46 



Assuming that both German units on 
Sword are spent by bombardment, but the 
Merville artillery remains fresh following the 
3-3 attack by one of the British paratroopers, 
the Allies should send all of their available 
units into the amphibious assault. If all six 
units survive coastal interdiction, the 13-8 
assault yields a solid 44 per cent chance to 
clear the beach of two spent units fas 
opposed to a 34 per cent chance with the 
Ranger left behind). If a couple of units are 
spent or disrupted by German coastal fire and 
the assault becomes closer to even money, 
the extra unit is very significant. An exploit- 
ing Ranger lacks the required MF to advance 
into Merville against a fresh unit anyway, 
and capturing Douvres is of minimal impor- 
tance at this stage. Leaving an infantry unit 
behind is even worse, because it reduces the 
initial assault by two AV. A second wave 
beach assault is unattractive here, because the 
spent Oustreham CA defends at 6 DV even 
without the fortification bonus. 

If the Merville CA is spent or disrupted 
by the British paratroops during the night 
of June 5/6. it's a closer question whether 
to assault the beach with all units, because 
a Ranger can now exploit into Merville if 
Sword is cleared. Nonetheless, I still 
favor the conservative approach. Taking 
Merville on June 6 is good but not neces- 
sary. You can't really exploit beyond 
Merville (usually a bad idea anyway) until 
you contest Caen, because Sword will be 
too vulnerable, and the Sword force is the 
best British force to contest Caen. 
Merville can wail as long as German 
artillery attacks are not weakening the 
paratroops to the point where they may be 
driven out or destroyed. The German can- 
not afford to reinforce Merville signifi- 
cantly because of the low TEM. 

As long as you win the assault, all 
Sword units will be fresh on June 7, 
because the Germans have no artillery in 
range. Make sure 3/xx gets ashore on June 
6. Very early on June 7, bombard Caen 
with ETF. If one of the German 5-6-5 units 
remains fresh (as probable), Caen defends 
with at least 10 DV. You don't have the 
time or resources at this point to capture 
Caen. Overrun the beach and exploit into 
Caen. Your attack has only 12 AF, because 
the Rangers lack the MF to join the overrun 
attack. You should leave one Ranger fresh 
on Sword for defensive purposes. The other 
Ranger can enter Douvres or, if the 
Merville CA is spent, attack there. As the 
attack into Caen is only "+2" or "+1," you 
may lose — be prepared to use the Advan- 
tage. If you assault Caen before Omaha, as 
I recommend, you can regain the Advan- 
tage via the "hat trick." If the British lose 
the assault on Caen and lose the re-roll, you 
are in a fair amount of trouble, but could 



still be saved by an assault from Juno. If 
you successfully contest Caen, you arc 
right on schedule. 

After the ETF bombardment, I disagree 
with Maly's suggestion to bombard a fresh 
5-6-5 unit in Caen with the air unit or 3 
CA/xx prior to the assault. The air unit will 
probably fail in Caen and is best used 
against Bayeux, while 3 CA/xx will fail 44 
per cent of the time and uses an impulse. If 
the Germans already had the Advantage, 
however, a "conservative" extra round of 
prep fire is reasonable. 

If FTF flipped all units in Caen (a 34 per 
cent chance against three fresh and no spent 
units— the most common defense), life is 
good. The defense of Caen is reduced to 
seven and cannot be improved to more than 
eight. Moreover, you can now attack with 
the Rangers after overrunning Sword, and 
the German can only absorb eight steps. 
Your threatened 14-7 attack has a 34 per 
cent chance to lake Caen, virtually guaran- 
teeing victory in the game. The German 
must reinforce. As a little added bonus, the 
27 Armor now has enough MF to overrun 
Sword, pass through Douvres and join the 
overrun assault on Caen. If you like, a unit 
can peel off to assault Merville following 
the Sword overrun, saving an impulse. If 
the German leaves you a 20-25 per cent 
chance to take Caen with a double impulse, 
you should try it, but realize that failure 
means that Baycux and Merville (both 
vital) will be safe for at least one more day 
and possibly two. 

Once you have contested Caen, follow 
Maly's advice and regroup all but three 
units out of Caen. If you don't have Dou- 
vres, you may have to leave your armor unit 
in Caen to prevent German armor from 
moving out of Caen through Douvres onto 
a beach. Go back to Sword and take 
Merville on June 8, or go to Juno to help 
defend the Bayeux-Bretteville region. It is 
no tragedy to wait for the June 9 rein- 
forcements to take Merville. Wait until 
you have overwhelming force, or until all 
three British paratroopers are fresh for 
defending the area. By June 9, the British 
will probably be facing an impenetrable 
line consisting of Caen, Bocage areas and 
the Verson-Evercy "trap," so the British 
June 9 reinforcements won't have much 
else to do anyway. 

This is about all you can ask of the 
Sword force. An attempted advance 
through Troarn is fraught with danger. 
Groups of one, two or even three spent 
British units are vulnerable to counterattack 
in low TEM areas. Once the Zone A rein- 
forcements arrive on the evening of June 8, 
Houlgate is pretty much impenetrable. By 
June 8, Big Black will be hanging out in 
Potigny, ready to punish any indiscretion. 



A breakout to the east is a pipe dream with 
the Le Havre battery ready to pulverize any 
British units foolhardy enough to enter 
Houlgate or Mezidon. 

If Sword is still contested on June 6, 
your best use of air supply is probably 
Merville, even though you need a "5" to 
refit a spent unit and a "6" to refit a dis- 
rupted unit. Merville, Pont l'Abbe and Ste. 
Mere are likely to be the only areas on the 
board containing Allied units which cannot 
be refit from depots on June 6. The 
Merville units are the only ones in immedi- 
ate danger. If the 6/6 glider is the only fresh 
unit in Merville on June 7, Merville is very 
vulnerable to bombardment by 71 1/xx. An 
average bombardment roll at "+3" leaves 
Merville with two spent and one D2 unit 
and a defense of four DV. With only seven 
steps to absorb, Merville now offers the 
12th SS group a 13-4 attack in overcast 
weather with a 76 per cent chance to clear 
the area and a 66 per cent chance for an 
overrun. In either case, Merville will prob- 
ably be German for the rest of the game. 

One could argue that using air supply in 
a free area is more efficient since each unit 
has a two-thirds chance to refit on a com- 
pletely clear day. If this is a concern, the 
Allies should calculate their expected 
reserve supply level before attempting air 
supply to determine if successful air supply 
will enable them to buy an additional turn. 
If so. that probably outweighs the chance of 
strengthening Merville. Later in the game, 
when you can supply all units from depots, 
it's probably best to use air supply in free 
areas only. 

SWORD— GERMAN TACTICS 

The German's best hope in this sector is 
to prevent the British from contesting Caen. 
This is usually hard to do, but every reason- 
able effort must be made. On June 6, move 
21 Pz/125 to Bourguebus and attempt to 
move 21 Pz/22 there as well. If Sword looks 
like it will fall on June 6 or 7, retreat 716/736 
into Caen if its undisrupted status can be pre- 
served. In any event, 716/736 should leave 
during the night, to avoid permitting a 
Sword-Merville "hat trick" on June 7. 

The extra fresh units in Caen at the start 
of June 7 are huge. They just about guaran- 
tee that ETF's bombardment on June 7 will 
not flip both 21 Pz/125 and 21 Pz/192. [f 
you can get five units in Caen fresh on June 
7, one of which will absorb three bombard- 
ment factors, you are probably going to be 
defending Caen with 1 1 or 12 DF even after 
ETF bombards. Since the British Corps 
Artillery can't Fire on June 7. if the Allies 
want to further "prep" Caen they have to 
use either 2 TAF (44 per cent chance to flip 
another non- Armor unit) or a Divisional 
Artillery (55 per cent chance). The Allies 



47 



can't afford to spend impulses on moves 
wiih an even chance of success. 

Big Black starts in Zone B. If an impulse 
is available. Big Black may prepare to enter 
the action by moving its two artillery units 
and the Flak unit into Potigny on June 7, 
regrouping to Troarn. This provides plenty 
of artillery for either bombardment or sup- 
port of an assault into Merville on June 8 
and a partial flak screen for a clear-weather 
aitack. 1 would send the Flak to Bour- 
guebus to provide cover for units reinforc- 
ing Caen only if Caen were seriously 
threatened. In keeping with the "aggressive 
German" philosophy, I want the Allies to 
be constantly worrying about defense. 
However, beware of attacking Merville 
while ETF is fresh. It will be Big Black's 
last significant action of the game if you do. 
If you clear Merville, it may be worth it. 
Otherwise, you have weakened the entire 
sector, possibly permitting the British June 
9 reinforcements to destroy large numbers 
of German units, if not additional VP areas. 

If a big assault on Merville is not feasi- 
ble, the Germans should be careful about 
reinforcing it. A second unit may help save 
the area temporarily, but it's a low-priority 
move. Three units would be offering the 
British a three-unit kill. You can't really 
afford the units from Houlgate or Troarn 
until June 8 or 9. A defense in depth is 
always better than a loaded defense in a low 
TEM area diat will probably fall anyway. 

COMPENSATION FOR 
THE GERMANS? 

Although I believe that the Allies are 
favored, their advantage is far from over- 
whelming. 

Random Results: The limited number of 
impulses available makes each Allied fail- 
ure extremely costly. The randomness of 
combat results works against the Allies. On 
virtually every day, at least one high-odds 
attack will fail and throw the Allied plan off 
schedule. Finally, large attacks are risky 
because all units become disrupted if they 
lose, even if they attacked with overwhelm- 
ing odds. Small attacks not only risk failure 
but may provide counterattack targets. 

On the other hand, the Allies have 
more supply and units than they need. 
Time is their only shortage. One example 
of this was described in Part 1 in the dis- 
cussion of Utah Beach. If the Germans 
reinforce Ste. Mere-Eglise, the US player 
can't really do much about it directly, but 
can shift resources away from Utah. Sim- 
ilarly, if a contested Omaha or Sword 
Beach contains a mixture of fresh and 
spent Allied units, your best course may- 
be to ignore that beach for the rest of the 
day rather than make an attack which is 
not certain to succeed. As long as you 



have some fresh units, the German is not 
likely to keep you spent permanently. If 
you wait until the following day when all 
your units will be fresh, you not only 
guarantee success on the beach but may 
wind up equal to or ahead of where you 
would have been by attacking the day 
before, because you get a better overrun. 
Overruns are to be treasured, because they 
effectively double the value of the units 
involved for a turn. The availability of 
overruns means that the schedule for the 
Allies is not quite as tight as Greenwood 
and Maly suggest. If the Allies were plan- 
ning to take an area on a particular day but 
merely contest it, they may be able to 
"catch up" by overrunning it the next day. 
This has the paradoxical effect of allow- 
ing the Allies to shrug off bad luck at cer- 
tain poinis in the game. 

Weather Changes. This is the biggest 
German advantage in the game. Even if no 
weather change actually occurs, the threat 
of one will seriously limit Allied options, 
particularly on the early turns. A weather 
change early on June 7. before Lehr and the 
12th SS group have moved, is particularly 
devastating for the Allies. The Germans 
have all kinds of delectable options: blow- 
ing the British out of Merville. charging 
through an uncontested Caen onto Juno or 
Sword, or simply spreading reinforcements 
across the entire front to stabilize the 
defense. This weather change would be a 
good time for the Allies to use the Advan- 
tage for a re-roll. 

The threat of counterattack means that 
the Allies must beware of leaving an all- 
spent force in a low TEM area throughout 
the game, because losing an area while also 
losing units is a crushing blow. In many cir- 
cumstances the extra MF required to enter 
an area containing a fresh unit may be the 
only Allied defense against a crushing coun- 
terattack. If Caen is uncontested, for exam- 
ple, the Germans can reach Juno and Sword 
all the way from Zones B and C against 
spent units, but not against fresh units. 

Another good German lactic in cloudy 
weather is to contest an area behind the 
Allied front line to hinder Allied re-supply 
efforts. The British must be wary of overex- 
tending their lines with futile forays down 
the Verson-Evercy corridor or into Troarn. 
Similarly, US forces must avoid fatally 
weakening Ste. Mere while attacking 
Carentan. 

Short Days. Short days are another bane 
of the Allies' existence, but the game 
mechanics work to somewhat compensate 
for them. Fmstratingly for the Allies, clear 
and cloudy days alternate beginning on 
June 8, so that the Allies can generally use 
their supply advantage on clear days only to 
lengthen cloudy days. 



However, do not lose sight of the fact 
that the Allies are guaranteed two air bom- 
bardments and four additional impulses if 
the day started on Impulse 0, with only a 3 
per cent chance of getting less than five 
impulses. By restricting themselves to 
high-odds attacks in the early impulses of 
the turn, the Allies ensure that they will 
have accomplished most of their goals for 
the day, even if it ends early. Also, if a 
short, clear day occurs, the 2-to-l Allied 
supply advantage will enable them to 
regain some of the lost impulses on a later 
turn. The Allies should at least plan to use 
their air bombardments early in the day to 
take the three-unit kills. 

GENERAL TACTICAL 
CONSIDERATIONS 

Greenwood and Maly provided much 
sound, general advice about how both sides 
should handle their forces tactically. I 
would like to make a couple of additional 
observations, however. 

Initiative. BREAKOUT: NORMANDY 
(BKN) is more similar to Chess than most 
other wargames in that you do not move all 
your forces on your turn, but only one 
group at a time. This establishes an "initia- 
tive." The player making threats has the ini- 
tiative: the player responding to threats 
does not. The initiative can be held by 
either player or by neither player (for exam- 
ple, late in a day when neither player has a 
credible threat. Even though the Allies are 
always the attacker in the strategic sense, 
the Germans move first each turn. Yet, the 
Allies usually begin the game (that is, 
Impulse of June 6) with the initiative 
because the German must respond to a 
threat — namely, British exploitation 
through Bretteville. If both the Gold and 
Juno initial assaults fail, the Allies are in 
danger of losing the initiative. If the follow- 
up assaults fail as well, die Allies have lost 
the initiative, because the German can pur- 
sue his own agenda with no need to respond 
to an immediate threat. 

The threat creating the initiative need 
not involve an attack — for example, if the 
Germans threaten to blow a key bridge and 
have a high probability of success, the 
Allies must respond by crossing the bridge 
immediately, even if they would rather 
bombard first. 

As long as the Allies maintain the initia- 
tive, they can keep to the schedule set forth 
in the "basic plan" and should be able to 
acquire 10 VP by June 12. Therefore, the 
German must aim to take the initiative 
away from the Allies. One of the key 
advantages of a weather change is that, 
even if the Germans have no devastating 
attack to make immediately, they may be 
able to seize the initiative by making sue- 



48 



cessful bombardments. Sometimes the Ger- 
mans can force the Allies to activate an area 
at an inconvenient time. For example, if 
101 NW is fresh in Pont I 'Abbe on Impulse 
of June 9, and the German can afford to 
start the day with a bombardment of the 
82nd Airborne contesting the area, the Ger- 
mans will have the initiative for at least one 
impulse by threatening to clear the area 
with an assault. The Allied player, having 
cleared Ste. Mere, wants to bombard 
Carentan before launching an assault, but 
because he must activate Ste. Mere to rein- 
force Pont TAbbe, he may be hustled into 
making an attack, on Carentan at much 
lower odds than he hoped. 

As in chess, the best way to seize the ini- 
tiative is to make a move that accomplishes 
two tasks — defending against a threat and 
making its own threat. If your opponent has 
made a minor threat, you may be able to 
seize the initiative by ignoring his threat 
and making a bigger one yourself. 

You keep the initiative by generating a 
threat on each impulse. If possible, you 
want to create two major threats in one 
impulse, only one of which your opponent 
can defend, much like a fork move in 
Chess. 

Allied Mistakes. The most common sub- 
tle Allied mistake is becoming distracted 
from the easiest path to 10 VP and chang- 
ing priorities. I believe thai the '"distrac- 
tion" factor accounted for the fact that the 
Germans won a majority of the games at 
AvalonCon'95, even though they "bid" less 
than 1 VP in most cases. 

Another subtle Allied mistake is giving 
up the Advantage loo easily. The most 
important uses of the Advantage are to pre- 
vent your opponent from re-rolling your big 
rolls or to re-roll his big rolls. The worst use 
is to re-roll your bad assaults. If you make 
an unexpected, game-winning overrun, you 
don't want to lose it to a re-roll. On the 
other hand, losing a single assault (other 
than the initial assaults on Omaha and 
Sword) will rarely merit a re-roll no matter 
how big the attack was (unless you have an 
obvious way to regain the Advantage). 
After the first two days, the Germans 
should have their forces organized well 
enough that it will be difficult to regain the 
Advantage by killing units. Thus, giving 
the Advantage to the Germans may amount 
to conceding a VP. 

Another tempting Allied mistake is to 
try to make "efficient" attacks — that is, 
attacks with less than the maximum force 
available, in order to save supply and 
maintain additional threats. In general, 
this is a losing tactic. The Allies have 
enough time to accomplish their goals, if 
they can limit their failed moves to 
approximately one per day. They do not 



have enough time to be making marginal 
moves (55 per cent or even 66 per cent 
chance of success) on a regular basis. 
Assaults which are expected to clear an 
area but fail to do so are extremely expen- 
sive, even if the assault "wins," because 
supply must come from outside the area at 
two supply points per unit. Also, bridges 
bordering the contested area cannot be 
repaired unless adjacent to a friendly area. 
Throw in that extra unit to raise the odds. 
The Allies really do have more than they 
can use. On most days, the Allies will run 
out of impulses before they have made all 
reasonable moves. The "saved" units may 
be wasted. With a "+2" or "+3" Sunset 
DRM in hand, however, the situation 
changes and the Allies can shift to making 
smaller attacks, because they can now 
afford to lose some assaults. 

German Mistakes, Most of the more 
subtle German mistakes fall into one of 
two categories: trying to defend an area 
with too many units or getting overactive 
in trying to counterattack. A good German 
player must cultivate the ait of knowing 
when to cut and run. Take additional CPs 
in the form of retreats to evacuate a con- 
tested area except for one hapless D2 unit. 
Then, blow the bridges surrounding the 
area (only "l"s fail), and live to fight 
another day. The German has lots of units, 
but not where or when he needs them. He 
really needs to avoid getting units killed 
in this game. You should have no qualms 
about giving up 9 VPs without a fight as 
long as you have a clear idea about how 
you will prevent the Allies from getting 
that tenth one. 

My second category of German mis- 
takes seems somewhat contradictory in 
light of my earlier advice that the Germans 
must take some chances. However, I'm 
probably more conservative than Maly or 
Greenwood with the Germans on June 6 — 
I rarely find myself counterattacking (or 
even reinforcing) beaches in clear weather. 
However, I'll consider an even-odds coun- 
terattack with a single unit, when there are 
no emergencies that need to be managed. 
Multiple-unit German attacks should be 
avoided except at high odds, because fail- 
ure disrupts multiple units. The German, 
unlike the Allies, needs units for defense 
and has supply problems. 

It is futile to launch a campaign of low- 
odds bombardments of fresh Allied units 
undertaken in clear weather in the faint 
hope that an Allied-held area will eventu- 
ally be weakened enough to counterattack 
following a weather change. This uses 
impulses and supplies that the German can- 
not afford. It is much better to wait for the 
overcast weather to arrive, and then make 
bombardments that will compel an Allied 



response. In any case, the German should 
always look at the localized nature of his 
supply usage. A bombardment by an 
artillery unit in a region of the board that 
will not see any other action uses only one 
supply point, but requires use of a depot to 
refit. In practice, the unit may remain spent 
for several turns if all depots are needed 
elsewhere. 

Defense of i he Front. Unlike hex -map 
wargames, BKN features areas of irregular 
size and shape, with (for most practical 
purposes) no stacking limitations in each 
area. Therefore, each player should give 
attention to shortening his front whenever 
possible, as this increases the number of 
units available for defense of each area. 
The classic example of this is the British 
contestation of Caen, which shortens their 
front by two areas. Similarly, the Ameri- 
cans need to contest Foret de Clerisy as 
well as Isigny so that they need not garri- 
son Trevieres. Columbieres and Omaha 
Beach. On the German side, you should be 
more reluctant to abandon an area if your 
line will be lengthened, but cheerfully 
retreat from an area if you will thereby 
shorten your line. 

Double Impulse. This is the "wonder 
weapon" of the campaign. The Allies 
should use it in only three instances: when 
it provides a reasonable opportunity to take 
Caen, when the Allies can blow a hole in 
the German line in two places, and where 
part of the front line is a contested area 
which has vacant or ver\ weakly defended 
areas behind it. In this last case, the first 
impulse is used to assault and clear the con- 
tested area from another area. The second 
impulse is used to exit the formerly con- 
tested area into the empty German rear. In 
all three of these situations, the use of the 
Double Impulse should be a game- winning 
move if successful. Otherwise, the Advan- 
tage is too valuable to risk. 

SOME FINAL THOUGHTS 

As game master of the BREAKOUT: 
NORMANDY tournament at Avalon- 
Con'95, I advised players not to use cards 
or chits instead of dice to resolve assaults 
and bombardments (an optional rule). 
After seeing the large swings of luck cre- 
ated by dice in many of the games, I have 
changed my mind about this. While 
cards/chits permit card counting, the bal- 
ancing of the luck factor weighs heavily in 
favor of this option. 

BREAKOUT: NORMANDY is one of 
Avalon Hill's finest designs. I have not 
played any other game which combines so 
well payability, excitement, analytical 
depth and realistic military "feel" into a 
four-hour game. 



49 





EDITORS 

John W. Kisner 
John A. Walker 

SENIOR WRITERS 
Larry Barrett, John Bowcn, 
John Burtt. Dave Conn. 
Kevin Donovan. Lee Forester, 
Monte Gray, Mark Hunter. 
Art Kritzer, Henry Lowood, 
I Dave Mignerey, David Newport, 
Chris Perleberg, and Rick Stuart. 

Here's an explanation of how ^a; scores a 
game's complexity and general quality: 



COMPLEXITY 

Rather than use a subjective rating 
we have opted to 'count' the compo- 
nents in two areas and equate the 
sum of their square roots with the 
game's rough complexity. The Size 
score will usually be lower than that 
for System, and this is intended: 
we believe that the 'physical size 
of ;i design is easier to deal with 
than its 'intellectual size.' 



GAME REVIEW ABSTRACT 

In each of the following GRA categories we 

use an ascending subjective scale of 1-5: 

'Look* is rated on aesthetic grounds. 



Utility' rates the component design's 
impact on ease of play. 



'Rules' are rated for complete- 
ness and organization. 

'Game* scores the fun and 

replay value. 

'Simulation' rates realism and 
nuts-and-bolts detail. 



'Innovation' scores inventiveness, novelty, 
and new combinations of old ideas. 

'Solitaire' rates the degree to which solo play 
is possible. 

CORRESPONDENCE 
Letters to 3^ can be sent care 
of Avalon Hill in Baltimore or 
direct to John Kisner at: 

Zone of Control 

7 104 Bellairc Avenue 

Windsor Heights, IA 503 1 1 

515-277-8920 

/ol'("> earthlink.net 






The book and the game. We are, 
almost all of us, interested in both. 
But do we view narrative history 
and games as involved in an exchange, an 
interplay, a dialogue? No, we understand, 
do we not, that games come from books, 
not vice versa. Game titles proclaim this. 
A fair smattering have been named after 
histories, but no military historian has 
ever named his work after a wargame. 

Most wargames do lean heavily on writ- 
ten history for facts and analysis. The 
games are original nonetheless. It's 
because of their medium. Historical 
tomes often include much in the way of 
statistics — gamelike numbers — but 
even then they use descriptive prose to 
elucidate relationships. The game design- 
er uses prescriptive prose, logic and num- 
bers for the same end. 

But despite appearances, wargames usu- 
ally do not quantify. What I mean is, 
when a designer accords a unit a combat 
strength, the historical judgment involved 
is not necessarily based on counting men 
and rifles. This holds true even if it's an 
artillery unit and the designer arrived at 
the number by counting tubes and making 
an appropriate division. It is the division, 
not the earlier counting, that matters. The 
designer is making a power judgment, 
which is a form of value judgment, a 
statement as to what will happen when a 
player does something with the unit. 

Wargames embody assumptions as to the 
nature of what we call history. Narrative 
tends to view events in a fundamentally 
different way: as things that happened, as 
opposed to things that are about to hap- 
pen. Wargames do not see a past, only 
alternative presents. 

This way of looking at things applies to 
all past events, big and small, not jnst 
whole eras. Individual moments are the 
atoms of history. To designers and players 
each atom is pregnant with possibility, 
and that possibility is history. Written his- 
tory, in contrast, has traditionally con- 
cerned itself with just two things: estab- 
lishing facts and trying to determine the 
relations between facts; the latter is what 



we call historical causation. Wargames 
and written history both recognize that 
not everything is possible. What games 
do that is special is also recognize that not 
everything possible is equally so. 

Military history instructs us in the work- 
ings of leadership, and the terrible eager- 
ness most men have to be led. Such 
lessons are of value, for the social sci- 
ences do not conduct controlled experi- 
ments. Wargames, which study relative 
degrees of possibility, contain an element 
that is absent from written history: ran- 
domization or chance. That is why game 
designers are uniquely able to take the 
analysis of events a step further, to serve 
as a control and crosslight on written his- 
tory. Take this passage from Joe 
Balkoski's design notes to STONEWALL 
!N THE VALLEY: 

"I came to the surprising conclusion that 
the history books do not really deal ade- 
quately with the key grand strategic 
issues of the Valley campaign... In my 
final analysis, although Jackson consis- 
tently outmaneuvcred his opponents and 
defeated them on the battlefield, I'm not 
sure that he accomplished the gigantic 
strategic victory in the Valley that histori- 
ans give him credit for." 

The point right now is not agreeing or dis- 
agreeing with Balkoski's thesis. (My 
sense is that he is correct: many things — 
such as Jackson's untimely death and 
early war politics and propaganda — led 
people to exaggerate the effect of 
Jackson's remarkable victories.) The 
point is that the design process led him 
down new avenues by allowing historical 
facts to speak for themselves. When facts 
speak sans mediator, as they do in games 
like this, which are steeped in primary 
sources, the subject is liberated from a 
prison, not of words, but of assumptions. 

The lesson of all of this, at least for me, is 
that just as war is too important a thing to 
leave to presidents and generals, the past 
is too important to be left to historians. 

— John A. Walker 





Grail 



It's been twenty years since 
good ol' SPI hoodwinked us 
into thinking Campaign for 
North Africa was the Holy 
realism. Ever since, many 
gamers have continued the quest for sim- 
perfection; this summer quite a few final- 
ly found it in DAK from The Gamers. 
Despite all of this monster's obvious 
merit, most gamers arc more likely to 
enjoy a standard- si zed entry that's part of 
the same company's Standard Combat 
Series (SCS). Crusader, largely unno- 
ticed when it debuted alongside dazzling 
DAK. is far less weighty but designed to 
be enjoyed no less fervently by the fun- 
loving crusaders among us. 

Unlike the many games that rely upon 
arcane procedures to reproduce the fog 
and chaos of war, here they're a natural 
outgrowth of the situation. Crusader can 
keep it simple because both sides have the 



WANT THE BACK ISSUES? 

A typical back issue of sqc contains 
sixty pages of reviews and essays. 
They're now just $5 each, which 
includes shipping to the USA or 
Canada (add S 1 per issue for overseas 
orders). Send a check or money order 
to John Kisner at 7 1 04 Bellaire Ave., 
Windsor Heights, IA 50311. (Phone 
(515-277-8920) or e-mail (zoc@earth- 
link.net.) Some issues are in short sup- 
ply, so order today !The back issues, by 
cover story, are: 

#1: Thunder at the Crossroads. 

#2: Proud Monster. 

#3: La Bataille series. Sold out! 

#4: Stonewall in the Valley. 

#5: Crisis: Sinai 1973. 

#6: Three Days of Gettysburg. 

#7: Indo-Pakistani Wars. 

#8: Hannibal. 



mm 



tanks to strike fast, but neither has man- 
power enough for anything approximat- 
ing a solid front. The game's homespun 
mechanics are a stark contrast to straight- 
laced and scholarly DAK (as much a dis- 
sertation as a game) by the same design- 
er, Dean Essig. Whatever the reasons. 
Crusader stands out for allowing players 
to concentrate on the game, not the rules. 
The end result, to steal an apt description 
from the designer's notes, is "a swirling 
knife-fight of armor in the desert." 

During historical Crusader. 

Britain's Eighth Army meant 

to strike a decisive blow. 

Thirteenth Corps (consisting 
of the 2nd New Zealand Division, 4th 
Indian Division, and 1st Army Tank 
Brigade) would drive along the coast road 
to break the siege of Tobruk. Meanwhile, 
30th Corps (7th Armored Division, 1st 
South African Division, and 22nd Guards 
Brigade) was to destroy the Afrika Korps' 
ever-dangerous mobile divisions. 

Rommel, taken by surprise, reacted in his 
usual way: by punching back relentlessly. 
The fight's decisive moment came when 
the Desert Fox pressed toward Egypt's 
border. By then Eighth Army was on the 
ropes, battered by a vicious one-two of 
appalling tank losses and the threat to its 
rear. But a funny thing happened: General 
Auchinleck didn't panic. He cooly calcu- 
lated that the Axis forces must be in even 



GAME REVIEW ABSTRACT 



Look 

Utility 

Rules 










Simulation 
Innovation 




1 1 1 1 L 



2 3 4 5 



worse shape, and resolved not to throw in 
the towel. When the dust cleared, it 
turned out to be Rommel who had taken it 
on the chin. Crusader eventually forced 
him to abandon Cyrenaica and the gar- 
risons of Bardia, Solium, and Halfaya 
Pass. The timing of the fight's final bell is 
noteworthy: 7 December 1 94 1 . 

Four scenarios cover all or part of this 
three-week affair, and our matches have 
all been nail-biters. You'll have to take 
my word that Crusader is fast-and-furi- 
ous, A nagging question remains: does it 
come close lo filling the Grail of simula- 
tion? Depending upon your perspective, 
the cup is either half full or half empty. 

Far from a technical study, Crusader 
doesn't even try to examine the nuts and 
bolts of maneuver warfare. Just a passing 
look at logistics, command and control, 
limited intelligence, and unit interactions. 
Gamers interested in Mich devilish details 
are far better served by far more complex 
designs, such as the aforementioned DAK 
(which includes a Crusader scenario). 

Crusader may not be the omega of simu- 
lations, but is still faithful to history. It 
mirrors the psychology of the desert war 
especially well. Africa was not the same 
as Russia, where commanders usually 
had the luxury of solid lines. In addition 
to the desert's legendary logistical night- 
mare, that open southern flank was the 
stuff of which bad dreams are made. With 
this in mind. Rommel made his sprint 
toward Egypt. His sights weren't set on 
any conventional objective; his target was 
the mind of his rival, Aucklineck. The 
logic was simple: make the enemy 
believe he is losing, and the battle is won. 
With its emphasis on the attack and hold- 
ing initiative, the design can indeed be 
nerve-racking. It lets players imagine the 
worst — and act accordingly. 



51 



In our inaugural game, the battle began 
with an assault on the Italian position at 
Bir el Gubi, a crossroads about 45 miles 
due south of Tobruk. The situation looked 
grim for the defenders (who were quickly 
surrounded on three sides) until the Axis 
committed the bulk of its armored reserve 
into this sector. Soon it was the British 
troops that were surrounded! 

At this point in the game, things looked 
grim for both players. From Rommel's 
command post, the British right wing, 
which had quickly bypassed Hellfire Pass 
and was driving along the coast to relieve 
Tobruk, looked a juggernaut. With all 
reserves locked in the death struggle at 
Bir el Gubi, enemy Thirteenth Corps was 
flying through the screen that now lay in 
tatters. A miracle would be needed to hold 
the line. 

That miracle came in the form of an 
Allied player transfixed by Thirty Corps, 
which seemingly faced complete annihi- 
lation. And so in our re-telling of history 
it was Aucklineck who blinked first. He 
sounded retreat, then sent up a flare for 
emergency reinforcements (a few extra 
brigades) to stabilize things. When it was 
over, the German player confessed to 
having been on the verge of doing the 
same thing — snatching defeat from vic- 
tory due to the enormous mental strain of 
non-linear warfare. 

Crusader, the fifth game of the SCS 
series, plays differently from its predeces- 
sors because games in this series are all 
different by design. A wafer-thin series 
ridebook is all that ties the five together. 



and Crusader is typical with its several 
pages of "exclusive rules" that flesh out 
the particular event. The two most inter- 
esting rules concern themselves with unit 
reconstitution and Rommel himself. 

Unit reconstitution will give people 
pause. The rule seems more at home in 
Command than in a game from those 
grognards in Homer. Unit reconstitution 
handles replacements without pencils or 
markers. Whenever a unit (other than sin- 
gle-steppers and non-stepping static 
types) is lost in combat, a die is roiled. If 
the roll is a '1,' the unit is permanently 
eliminated. Any other roll is the number 
of game-turns later the unit will reappear 
at reduced strength (except for German 
units, which, for better game balance, 
come back full-strength). 

It's not so much the concept as the 
absence of modifications (for presence of 
zones of control or lack of supply) that is 
bothersome. In fairness, Essig addresses 
these concerns in his design notes, and 
does makes a strong case. And whether 
completely realistic or not, reconstitution 
works so well that I'd like to see it used in 
future SCS games. Specifically, it reflects 
the natural ebb and flow of battle. It does 
not take great imagination to envision the 
shattered cadres grabbing forty winks and 
a hot meal behind the lines, and then 
being tossed back into the meat-grinder. 

In this particular case, the rule also prods 
the German player (whose reconstituted 
units return at full-strength, remember) to 
take an aggressive stance. Essig's notes 
rationalize granting one side a certain 



Structural indifference to high casualty 
rates by citing evidence of the German 
army's battlefield resiliency, but mainly 
it's a game-balancing ploy. 

Directing this oh-so resilient army is 
Erwin Rommel, whose military career 
has been romanticized by historians and 
gamers alike. Whether or not you com- 
pletely believe the legend, who can deny 
having felt the pull of Rommel's goggles 
on his face as the the 2 1st Panzer is 
ordered into the breach? Here Rommel is 
portrayed by the only leader counter in 
the game. He can fly faster than a speed- 
ing bullet (up to forty hexes in the famed 
Storch airplane) and is impervious to lead 
projectiles (Rommel cannot be killed or 
captured). Our super-hero's powers don't 
end there. Rommel gives his stack a pos- 
itive shift on both attack and defense and 
the capability to move and fight in the 
exploitation phase (even non- mechanized 
units). Properly used, Rommel can make 
a very big difference in the campaign. 

I Crusader strives for classical 
I balance. And I'm not just 
talking about the scenarios, 
^^^^^ all of which arc handicapped 
to give each side an even chance. With 
familiar rules concepts and modest com- 
plexity, here's a game that we all want to 
play that we actually have time to play... 
and then switch sides and play again. 



ANNOTATED SEQUENCE 

Air Determination Phase 

A die is tossed and a table con- 
sulted to generate air points. 
Initially, Allied airpower has the 
edge, but the modifiers even out 
later on. 

Allied Player Turn 

Movement: Pretty tame, with 
only the phase's overrun combat 
noteworthy. Resolved just like 
regular attacks, overruns can be 
made with just one moving stack. 
As is always the case, overruns 
are a great way to clear a path for 
units moving later in the mm. 



Barrage: Artillery and air units 
bombard enemy units, applying 
various modifiers for terrain and 
spotting units. Results can be dis- 
organization (which halves the 
target's factors and zeros-out its 
ZOC) and steps lost. 

Combat: Yes, units that overran 
earlier can attack again. Table is 
odds- based, with both step-loss 
and retreat results. Only exploit- 
capable units may advance 
beyond the defender's hex. 

Supply: Units are supplied by 
tracing a path to mobile head- 
quarters or fixed supply sources 
(some range restrictions apply). 



The simple logistics help put the 
"standard" in SCS. 

Exploitation: To be eligible to 
operate in this phase, a unit must 
be exploit-capable and not in an 
enemy ZOC. Such units can both 
move and conduct overruns. 

Disorganization Removal: Allied 
units that are currently DG'd are 
reorganized automatically. 

Axis Player Turn 

Same as the Allied Player Turn. 

Knd Turn Phase 

Time marches one space on the 

turn record chart. 



CRUSADER 

Size 2.2 ■ System 4.5 

Solo "Gd" 

SCALE 
2 days per turn 
5 miles per hex 

PUBLISHER 
The Gamers, Inc. 
500 W. 4th Street 
Homer, IL 61849 

DESIGN & GRAPHICS 
Dean Essig 

COMPONENTS 

One 22 x 34" map, 280 

counters, 8 -page series 

rulebook, 16-page exclusive 

rulebookand a double-sided 

player-aid card. 

PRICE: $38 



I lost my best friend during a game of 
DIPLOMACY. There was probably more 
to it, but in my mind that double-cross — 
that lie, as he always called it — caused 
us to drift apart. I've been careful to keep 
my word, and so my friends, ever since. 
That's why I was reluctant to play this 
French import, brought stateside by Clash 
of Arms. While the mechanics arc quite 
different, at Africa's heart is all the back- 
stabbing darkness of DIPLOMACY. 

The typical two-hour session begins inno- 
cently enough for Africa's three to six 
players. Each directs the colonial ambi- 
tions of one European state, starting with 
just a single token placed along the coast. 
The continent is divided into 32 territo- 
ries, and victory goes to whoever builds 
the most colonies from 1880 to 1914. 

More in tune with the spirit than the 
specifics of the era, use of "tokens" 
(rather than "'units") speaks volumes as to 
Africa's lack of traditional simulation 
value. Tokens represent a rather fuzzy 
amalgam of European settlers, imperial 
troops, and native alliances. Those thirst- 
ing for even rudimentary details, such as 
named leaders (like Chinese Gordon) or 
particular events (like the Zulu uprising) 
had best fill your history cups elsewhere. 

During each five-year turn a token can 
either "explore" by placing a new token 
in an adjacent territory, or "develop" its 
present location by placing an appropriate 
marker. Territories are turned into 
colonies only after they have been fully 
developed in this abstract fashion. A few 
places, like Congo, are easy to colonize, 
requiring just one development marker. 
Some aren't: Nigeria, among others, 
requires four markers. The rest fall some- 
where in between. 



GAME RE 

Look 

Utility 

Rules 

Game 

Simulation 

Innovation 


VIEW ABSTRACT 










i i i i i 




12 3 4 5 



To mark a colony, the controlling play- 
ers) plops down a pretty cool building 
figurine that's about 1" square. After this, 
the colony is safe: control cannot change. 
The period of danger comes before, when 
up to five other players try to push their 
way into your territory. Security can only 
be found in each turn's diplomacy phase, 
a Frenzied eight minutes dedicated to 
secret and public negotiations. After 
negotiating, players record plans for 
development, exploration, and the pos- 
ture to be adopted, Peace or War, with 
regards to each rival power. Later, when 
written orders are simultaneously execut- 
ed, life-long friendships may be put to the 
test. 

Lying, even to friends, is essential 
because of the unique way in which 
diplomatic posture resolves conflict and 
relates to the problem of colony-building. 
As to the latter, even if fully developed, a 
territory that contains tokens at War with 
one another cannot be made into colonics. 
Regarding the former, Africa's limit of 
one token per player per territory pre- 
vents stacking to concentrate strength. 
Absent a numerical superiority, hostile 
tokens coexist indefinitely. Only shifting 
diplomatic tides can break the deadlock 
and sweep a territory clean of the enemy. 

Conflict resolution requires neither CRT 
nor dice. Traditional randomization gives 
way to a pair of simple comparisons. 
When just two tokens are in a territory, 
they coexist unless it's a Peace-War situ- 
ation, in which case the pacifist token is 
destroyed. In all other cases, a token is 
destroyed when tokens at War with it in 
that territory outnumber those at Peace. 
Sometimes the result is all tokens 
destroyed; usually one or more survive, 
protected by an alliance. 

Given a combat methodology in which 
the only variables are in secret diplomat- 
ic postures, it isn't hard to understand 
why the question is not so much whether 
as when lies will be told. Illustrating this 
is the game during which my France 
worked closely with England to jointly 
develop northern Africa. For a long time 
we stood at Peace with each other and 



War with everyone else. Many an Italian 
or German token found itself odd-man 
out in the face of this united front — it 
was great fun! But however successful, 
the alliance could not go on forever. Only 
one player can win, you see, and splitting 
victory points (for shared colonies) with 
an eventual rival gets old in a hurry. I 
remember muttering something about 
remaining allies for at least one more 
turn... and then carving up the English 
like Christmas hams after making a deal 
with an erstwhile enemy, Italy. 

A backstab is perhaps more painful in 
Africa than in other games of this genre. 
Imagine how the English player felt: his 
Peace posture protected my duplicitous 
French from harm even as his own tokens 
faced oblivion (due to my switch to War) 
from coast to coast. There's a lesson to be 
learned: do unto others first. The trick, or 
course, is to lie only when it really counts. 

The classic novel Heart of Darkness tells 
of the "dreams of men, the seed of com- 
monwealths, the germs of empires" that 
were lost on the voyage upriver "into the 
mystery of an unknown earth." In Africa 
we know the terra: n but run a greater risk: 
losing friends. It can be great fun, though, 
if you're willing to take that chance. 



AFRICA 

System 2.6 • Size 2.2 

Solo "Poor" 

SCALE 

thousands of square miles per area 
5 yeans per turn 

PUBLISHER 

Tilsit Editions/Clash of Arms 

The By me Building#205 

Lincoln & Morgan Sts. 

Phoenixville. PA 19460 

DESIGN 

Francis Pacherie 

GRAPHICS 
Le Lion Vert 

COMPONENTS 

One full-sized mounted map. roughly 300 

counters (of various shapes and sizes), 22 

colony figurines, rules in French and 

English, and a pad of order sheets. 

PRICE: $54 



WATERLOO MOODS: 

MONET'S HAYSTACKS AND MONT ST. JEAN 
fay John Seteor 



The following article is part of the reason 
why g^c #3 went out of stock. We don't 
intend to make reprints a regular part of 
this section, but my recent move to a new 
house has curtailed hobby time enough to 
make this seem the Ideal moment to share 
Mr. Se tear's essay with a wider audience. 

The essays in zqc typically examine 
the choices made by a game's 
designer: the sequence of play, the 
combat or movement values of units, and 
so forth. But our first — and sometimes 
our deepest — impression of a game typ- 
ically comes not from its words, but from 
its pictures. The box art catches our eye 
before we read the description on the 
back. If we buy the game, we examine the 
map and counters before we plunge into 
the rules. Some would dismiss graphics 
as superficial. This is literally true, of 
course, but T would argue that, at the very 
least, graphics are profoundly superficial. 
The map and counters aim to capture our 
heart, after all, while the rules and tables 
are only after our intellect. Choices made 
by graphic artists influence our impres- 
sions of a game and its historicity. Toward 
a better understanding of this influence I 
offer this essay. 

We think of a plot of land as con- 
stant — ancient, weighty, 
immovable. But walk the same 
piece of land over and over, and you see 
how much it can change. From season to 
season, flowers and leaves appear, and 
then fall away. The snow blanket grows 
and shrinks during the season when the 
foliage is constant by its absence. From 
day to day, a piece of land shifts with the 
cloud cover from gloomy pessimism to 
sunny promise. From hour to hour, the 
light, and with it all the terrain, changes 
from the harsh near- white of noon to the 
sentimental reds of dusk and then the 
deep, deep blues of night. 

The best artistic examples of these phe- 
nomena that I know are two sets of paint- 
ings by Claude Monet. Near the end of 
the 1 9th Century, he painted the cathedral 
of Rouen from the same spot, but in a dif- 
ferent light, over and over. Monet did the 
same with a set of haystacks in the French 



countryside — ■ a less ambitious arrange- 
ment of natural materials by human 
hands, but one no less powerfully immor- 
talized by subtle shifts in oils from paint- 
ing to painting. Through Monet's exquis- 
itely sensitive eye, the viewer sees that 
the "same" object painted from the 
"same" vantage point in the "same" 
medium is really many objects with many 
moods. 

The Waterloo battlefield in Belgium is 
about 200 miles northeast of Monet's 
haystacks and cathedral. The gently 
rolling terrain of that battlefield has been 
largely preserved as it was in 1815, and 
the contemporary visitor may walk, in 
many lights, the same ground that boot 
and horseshoe churned into mud on the 
mid-June day that closed an era. If you 
examine Waterloo, not in person but with 
a board wargame, the counters and map 
will not change with the season or posi- 
tion of the sun. Nonetheless, if you take 
the look with a series of wargames, then 
the same terrain can take on different 
characteristics with the shifting illumina- 
tions chosen by the graphic artists who 
construct a game's counters, maps, and 
box. Like Monet's studies of man's cre- 
ations, these studies of man's destructive 
side show that the same battle or cam- 
paign treated in the same medium can 
convey very different moods. 

This essay is a guided tour of five games 
focused on the battle of Waterloo. I omit 
the operational-level games that allow 
treatment of the campaign as a unified 
whole, such as Clash of Arms' L'Armee 
du Nord, SPI's classic Napoleon's Last 
Battles, and the various editions of the 
"block" game Napoleon. I also omit 
Hougomont by XTR. which appears to 
be the only game focused on just a piece 
of the struggle near Mont Saint Jean. 
More importantly, 1 leave to others the 
consideration of how the five render the 
order of battle, the distinctive aspects of 
the Imperial Guard, or the struggle of 
horse against square. I focus instead on 
the choices made by graphic artists in cre- 
ating the game maps and counters. Each 
game's mapsheet presents the battlefield 
in a different light. Each map combines 



53 

with its counters (and even, sometimes, 
with the box art) to create a distinctive 
historical mood. These lights and moods 
are at least as subjective a matter as the 
"correct" emphasis in ;i game's rules, and 
so I do not attempt here to decide which 
is the "right" mood. My intention is rather 
to bring to the forefront the relevant 
choices, the way they combine to create 
an historical mood, and the fact that such 
choices are subtle and important enough 
to deserve consideration as something 
beyond mere appearances. 

Wc begin our tour with a game 
intended for the beginner: the 
1979 version of Napoleon at 
Waterloo (SPI). The map has all the 
sunny simplicity of a brightly lit after- 
noon. The playing area contains just four 
terrain types — a faint buff for clear ter- 
rain, bright yellow roads with grey bor- 
ders, steel-grey overhead views of build- 
ings, and classic bright-green forests — 
as well as small, unit-typed squares show- 
ing the starting positions of the French (in 
bright blue) or the Anglo- Allies (in bright 
red). A grey border limiting the edge of 
the playing surface to full hexes, and the 
presence on the mapsheet of all the nec- 
essary charts and tables, adds an air of 
precise self-containment. 

As far as historical mood goes, Napoleon 
at Waterloo is a kind of archetype. 
Where are you in the long march of time? 
Hard to say. You've got a crossroads, a 
few woods, some counters, and an odds- 
ralio CRT One side is blue; one side is 
red. The counters use NATO- style unit- 
type designations (though with pleasant 
white lines stretching from one corner of 
the counter to the other, rather than the 
usual symbol-in-a-box). The various 
typefaces on the map and play aids are 
clean and vaguely modern. The graphic 
choices entice and assist beginners to 
play the game, but not to imagine a par- 
ticular struggle in a particular era. 



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Yaquinto's 1980 release, The Thin 
Red Line, is a dramatic contrast: 
the graphics of the game seem not 
merely to focus the gamer upon a partic- 
ular era of battle, but to draw you right 
into the titular thin red line of infantry- 
men deployed behind a ridge just south of 
Mont St. Jean. 

This specific historical mood is largely 
the result of effective counter design. The 
counters in this game are not the standard 
1/2" square, but are 1/2" x 3/4" rectan- 
gles. When deployed in line formation, 
the infantry counters are therefore about 
150% wider than the usual counter, 
though of standard depth. This simple 
physical representation of a line is 
enhanced by three more subtle graphic 
choices. First, the hexes are twice as wide 
as in the standard game — an inch-and-a- 
quarter across, rather than the standard 
5/8" (or the oversized 3/4" hexes thai we 
have become used to in Command 
games) — and thus cover roughly four 
limes (he area. Because of this, a unit in 
line, with its standard counter depth, 
when pressed against the front of its over- 
sized hex seems woefully exposed. 
Second, every Anglo-Allied infantry (and 
cavalry) counter has a thin, light-blue 
border along the long front side, a place- 
ment that, by reducing the red field, still 
further reduces the sense of depth. 
Finally, infantry units have in their center 
a tiny, colorful flag of the appropriate 
nationality — Union Jack, French tricol- 
or, the Dutch-Belgian tricolor variant, and 
so forth — while cavalry and artillery 
have only black, generic symbols 
(crossed swords and a dot, respectively). 
As a result, the player's eye tends to trace 
out the line of colorfully accented 
infantry units before turning to the sup- 
porting arms of horse and gun carriage. 
The prominence, as well as the precari- 
ousness, of the "thin red line" is thus sub- 
tly imprinted on the player's mind by the 
game's graphic artists. 

The counters also include several 3/4" 
square counters to represent infantry 
squares that, like all the counters in the 
game, are about double the usual thick- 



ness. The overall result is a wonderful 
physicality to the formations as deployed 
on the map that one could never achieve 
with the usual small hexes, square coun- 
ters, and use of markers to denote forma- 
tion. 

The thick brown roads and genera) green- 
ness of the map have captured the Belgian 
countryside in the mud and lushness of 
the hours after a rain — although the 
large hex numbers and clumsy black out- 
lines of the chateau hexes undermine 
one's confidence that this effect is inten- 
tional, as docs the fact that the green cho- 
sen for Prussian units tends to look a little 
nauseating against the greens chosen for 
the map. In any event, the combined 
effect of French and British counters 
upon the map is inspiring. In addition, the 
physical representation of line, square, 
and column makes it plain that the game 
represents the action of a particular (i.e., 
late muzzle-loading) era. 

GMT's The Battles of Waterloo 
covers not only Mont Saint Jean 
but also Quatre Bras, Ligny, and 
Wavre. The box art clearly gives the bat- 
tle of Waterloo pride of place; however, 
only Mont Saint Jean has its own banner 
on the front, and only that battlefield 
receives a three-dimensional map treat- 
ment on the back. 

You could practically frame the front box 
art, with its gorgeous red-to-yellow back- 
ground and its triptych of Napoleonic- 
icons: Napoleon himself in the center, 
flanked on one side by Detaille's image of 
a gleaming stalwart of the Old Guard 
infantry and on the other by a dashing 
dragoon. If I did frame the box, I would 
put it in the same gallery as the Warhols 
and Rauschenbergs: the iconography of 



Pop Art. Just as Rauschenberg subtly 
changed and simplified RAT-A-TAT- 
TAT! and other comic-book frames that 
he copied, Rodger MacGowan's box sub- 
tly brightens and simplifies the central 
icon of military art that he has chosen for 
his front cover. The original, by 
Delaroche, depicts a glowering 
Napoleon, deep in shadow, lit only by 
fading light from a window and perhaps 
by a fire: grey eyes in the shadows, a grey 
greatcoat, black boots. MacGowan's ver- 
sion is Napoleon in a flash photograph: a 
brilliant white waistcoat, bright blue eyes, 
and an aqua- blue greatcoat. Del aroc he's 
background moves from purple-black to 
pure black: MacGowan's background 
from light to dark purple. I should note 
that we have the strongest possible evi- 
dence that MacGowan chose this brighter 
Napoleon deliberately: he has also done a 
version of this very same painting for 
Avalon Hill's THE STRUGGLE OF 
NATIONS that is much darker. On the 
Avalon Hill box, Napoleon's eyes are 
black, and his greatcoat looks almost like 
a piece of carved charcoal. Tellingly, the 
soldiers sharing the box are no parade- 
ground dandies but a wonderfully evoca- 
tive mass of weary grognards — ■ even 
their dog is so bone-tired that it loo shuf- 
fles along, stoop-shouldered. 

The choice of colors for some of the unit 
identifications on the counters display the 
same peppy Modernism: orange for the 
French II Corps, bright blueberry for the 
French HI Corps, grape for the French IV 
Corps, and a cool yellow for the French II 
Cavalry Corps. The trio of horses on a 
Recovered marker are black shadows gal- 
loping out of a white background like 
some ultra- high contrast Bergman trick, 
and the markers for Disorder and Rout are 
so stylishly functional that they could 
only be from the less-is-more 20th centu- 
ry- 

As with the box art, the counters hit what 
I assume to be MacGowan's mark: daz- 
zling. The pictographs are detailed and 
stylish. One can pick out the top of the 
plume on the cavalrymen, the backpacks 
of the infantry, and wheel hubs on the 




artillery pieces. Each army has its stun- 
ning flag on every counter: a reversed 
version of the Iron Cross for the 
Prussians, a diagonal blue- white-blue 
pennant for the Anglo-Allies, and the tri- 
color for the French. An exception to the 
tricolor's employment is made for the 
imperial Guard, whose special treatment 
on the box art carries through to their very 
own counter design: a deep blue back- 
ground with yellow lettering, and a flag 
based not on the tricolor's rectangles but 
the diamond-design battle standards of La 
Grande Armee. Taken as a whole, the 
game portrays the involved units not 
merely in the clear sunshine of a clear 
mid-morning, but in that light as brilliant- 
ly reflected off neat arrays of polished 
bayonets and cuirassiers. 

The map, a Mark Simonitch and Joe 
Youst production, is a much more 
restrained affair. Appropriately so, for the 
vivid pictures of the counters require a 
quiet frame if their dazzle is not to result 
in show-blindness. The basic hex colors 
are muted yellows or browns, with grey 
hex borders and generally unobtrusive 
terrain features — thin white roads with 
broken borders, village hexes where the 
buildings occupy only a small fraction of 
the relevant hex, cultivated-hex markings 
that are just skippings of green, and ridge 
hexsides that blend nicely but discern- 
ably with the elevation scheme. Forest 
hexes are indicated by a pattern that sub- 
tly fills the hex. It is the units, not the 
ground over which they fought, thai 
provide the spectacle and the historical 
distinctiveness here. 

Both outside and in. this is a game in 
which graphic choices contribute to an 
image of Napoleonic struggle as gleam- 
ing spectacle. The box art is bold, the 
counters dazzling, and the map subordi- 
nated to the spectacle of the counters. 

The 1983 TSR reprint of SPI's 
Wellington's Victory displays 
dissonance, not harmony, among 
box art, counters, and map. The box cover 
is a dramatic, lightly focused rendering of 
the brier moment when a handful of brave 
men struggled on each side of an open 
gate at the Hougomont chateau. Open up 
the box, and you see a sprawling, four- 
map treatment of the battlefield. The 
scale is a detailed 100 yards per hex, but 
the hedges and villages are highly 
abstracted. The elevation levels are the 
dominant feature, denoted by full-hex 
browns and yellows so bold as to reduce 




the prominence of units laid atop them. 
This may be just as well, as the colors of 
the counters in the TSR reprint arc marred 
by an unfortunate return to the days of 
Avalon Hill's WATERLOO: pastel pink 
for the Anglo-Allies, and pastel blue for 
the French. (The Prussians are, fortunate- 
ly, a palatable blue-grey, not the fruity 
green of Waterloo.) The box wrap kitchi- 
ly refers to "a dark, titanic struggle from 
the days when men were men:" the map, 
typefaces, and associated tables say "a 
graphically integrated abstraction of bat- 
tle." The counters just say "1 don't get no 
respect." If you want this game, look for 
the original SPI version; you'll give up 
the flashy box art, but at least you'll gel 
understated, flat-finish counters in return. 

A glorious unity of graphic purpose 
characterizes Clash of Arms' ■ 
four-map, 100-yards-per-hex La 
Bataille de Mont Saint Jean. The map 
presents a bird's-eye view, not the artifi- 
cially colored satellite photography 
effect of Wellington's Victory. Each 
village consists of individually rendered 
farms, homes, and churches in three- 
quarter perspective. The forests are no 
overhead circles of generic trees, but 
rather several parts deciduous trees to 
each part of darker evergreen, with a 
brown-green forest floor thrown in for 
good measure! The large, beautifully 
hand-scripted names for towns and 
buildings hearken back to the pre-steam 
age. Indeed, the background color of the 
map as a whole manages to evoke the 
faintest rose of nostalgic twilight. 

The counters reflect the same concern for 
the individual personalities of the units 



55 

involved as the map does for each hamlet 
it portrays. The dizzying variety of the 
period's military uniforms leaps to life in 
these counters, which generally mimic 
the belts and facings of the units 
involved. The Scotch have tartans; the sil- 
ver breastplates of the cuirassiers are 
right there on the counter; leaders or 
aides-de-camp sport their badges of rank. 
To take a particular example, the I Corps 
of the French Cavalry Reserve, with six 
different counter patterns for its eight 
combat units: (1) a cobalt-blue upper 
field with silver buttons and black letter- 
ing, a silver-and-red banded bell, and a 
white lower field (1st Hussars); (2) a 
scheme identical to the 1st Hussars 
except with gold, rather than silver, but- 
tons (5 th Hussars); (3) a pink upper field 
with gold buttons and black lettering, a 
red-and-gold banded belt, and a white 
lower field (4th Hussars); (4) uniformly 
deep green with white lettering, except 
for a red belt and facing (1st and 2nd 
Lancers); (5) a deep-green upper field 
with a red stripe across a white facing, a 
while belt, and a while lower field (I llh 
Chasseurs): and (6) deep blue upper and 
lower fields separated by a white belt, 
with white lettering all around the white- 
field facing crossed by a slash and cen- 
tered ball of shot (for the two horse 
artillery units). 

The counter details are often historically 
evocative in other ways as well. The front 
of a La Bataille counter has two large 
numbers in the bottom of the field, repre- 
senting strength and movement. In many 
a game, a simple hyphen would separate 
the two, as, in fact, do some counters 
involved in La Batailij: de Mont Saint 




56 



Jean. But many do not, and the alterna- 
tive symbol is always of historical (and 
sometimes also of functional) interest. 
The French Imperial Guard has a 
Napoleonic crest in this space between 
the strength and movement numbers, 
while units of the British guard have an 
elaborate "R" signifying their direct con- 
nection to their rex. The Prussian Jaeger 
companies bear a tree. Some 
Bruns wickers display the death's head 
symbol that would later have a much 
more chilling connotation. Lancer units 
have crossed lances. The military band of 
the Old Guard (yes, there's a counter for 
its mounted band) has a sixteenth note. 
(This unit is connected, by the way, with 
perhaps my favorite example of chrome 
— or should I say brass? — in wargam- 
ing: French units within 4 hexes of die 
band receive a favorable modifier when 
attempting to rally.) 

Even the typefaces for the lower field of 
the courier vary, this time by army, rather 
than from unit to unit within an army. The 
choices evoke the national personalities 
in contention. The Prussians use a quasi- 
Gothic script; ihc French a Roman script 
of some flair; and the phlegmatic Anglo- 
Allies display a very sensible, if still 
Roman, font. (The fact that the standard 
Prussian and French infantry units have 
the same upper-field coloring, a choice 
reflecting a historical similarity that 



affected the course of the campaign at 
least twice, makes this differentiation in 
typeface more than purely ornamental.) 

The designed illumination of maps and 
counters is a clear, but not a dazzling, 
light. One can observe in it much detail, 
both of topography and human personali- 
ty. That light is tinged with nostalgia for a 
bygone era of quiet villages and splendid 
uniforms, rather than focused on the fury 
that erupted when men in those uniforms 
marched across those countrysides. 

The box art completes the picture by pro- 
viding ample evidence of the fury of com- 
bat: A wave of Prussian troops assaulting 
Plancenoit, with men shouting and shells 
bursting. Its black border and dignified 
typeface indicate a more restrained view 
of war than the riot of colors on the coun- 
ters. The choice of a relatively obscure 
painting, and one of the Prussians at that, 
indicates the expertise and self-confi- 
dence of Clash of Arms. (The covers of 
Waterloo games tend to concentrate on 
the struggle of the French with the Anglo- 
Allies, not on the equally crucial action 
involving the Prussians. In fact, I know of 
only one other cover that even includes a 
Prussian.) 

Of equal importance, the box art subtly 
reinforces the general graphic perspec- 
tive. The view in the painting on the cover 



is that of a soldier as he glances towards 
the comrades on his flank — not, as is 
more common, -toward the enemy. The 
overall strategy seems aimed at placing 
the player within the lines of battle; not, 
as in so many oilier games, above those 
lines in some non-existent aerie of high 
command. The Napoleonic soldier, after 
all, was surrounded by a grand but often 
confusing palette of uniform colors, 
painted upon a usually gentle but sudden- 
ly lethal landscape. So too with those who 
venture into the counters and map of La 
Bataiue de Mont Saint Jean. 

The graphic designers who brought 
to life the games of Waterloo dis- 
cussed here have produced quite 
different moods: cool abstraction, distinc- 
tive physicality, dazzling color, nostalgic 
immediacy, and so forth. They have done 
so by making certain choices about the 
diickness of lines, the styles of typogra- 
phy, the colors used on counters or the 
map, the grain of patterns for terrain 
types, the style of the box art, and so on. 
Many of these choices will affect only 
subliminally, and that's as it should be. 
Look closely, though, and your apprecia- 
tion of the Waterloo games in your col- 
lection — indeed, of your games on any 
topic — will grow with the realization 
that each captures and creates an histori- 
cal mood all its own. 



ZONE SIX AWARDS, 1998: YOUR VOTE COUNTS! 



We at^c nave decided to restart the tradition of collecting read- 
er feedback in order to publish a game rating chart. Veteran sub- 
scribers will notice a subtle shift in methodology: no longer do 
we ask you to rate every new game you've played. No, with our 
much widct distribution in the pages of The GENERAL, a sim- 
pler approach seems prudent. This time all we want from you 
are two short lists - — is that too much to ask? For your trouble 
you'll receive a chance to win a prize and a guarantee of some- 
thing almost as valuable: the knowledge that your votes will be 
reflected in die next Zone Six Awards. 

The two lists we request are: 

1 ) Recent Favorites. This list should consist of no more than six 
wargames you've played in the last twelve months that you 
would recommend to fellow subscribers. List the complete title 
and the game's publisher (and also the year published if you 
can). Please adhere strictly to all of these requirements! 

2) All-Time Favorites. This list, also of no more than six titles, 
should be of your favorite wargames of all time. Yes, I feel your 
pain: it will be tough to winnow a collection that spans several 



decades! You don't have to have played these recently, but try to 
honestly list the ones you treasure most. 

Keep in mind that what we're trying to do is come up with a list 
of the best "paper wargames." That means you'll waste your 
vote by listing games like Monopoly or Euchre, the computer- 
ized STALINGRAD, or the latest edition of Johnny Reb. At the 
same time, even though Zone Six Awards are limited to the 
paper format, it is okay to vote for non- traditional wargames — 
like the card-game Tank Commander or the comic-game 
Nuclear War. 

Those of you who follow the rules given above, and who also 
remember to put their name and address on their lists, will have 
a chance to win one of six complete sets of ^c lnat W 'U De given 
away in a random drawing. (Yes, #3 is officially out-of-print, 
but I've decided to give away part of my private stock in this 
promotion. Am I a nice guy, or what?) 

To be counted, mail your lists no later than June 1st, 1998. Send 
them to Stuart K. Tucker. The GENERAL, The Avalon Hill 
Game Company, 4517 Harford Rd., Baltimore, MD 21214. 






WORLD 
CONQUEST 

Calling all armchair quarterbacks! Now you can 
prove your skills where they count... 

ON THE BATTLEFIELD! 

Now you can play a great wargame against 11 other players anytime you want - without leaving the house! Each game of World 
Conquest starts with 12 players spread out on a ficlitous war-torn world. It is up to you how you will govern your empire... Will 
you build a large navy and rule the seas? Or perhaps create a potent armor force capable of a devastating Blitzkrieg! Maybe even 
great armadas of Fighters and Bombers to defeat the enemy from the air? Perhaps you will invest in technology research? Or train 
the Home Guard for Civil Defense. It is up to YOU to make the choices... 

WC is played by wargaming enthusiasts from around the world! Games for new players are starting monthly! Let PTS bring you 
a whole new world of challenges and excitement! Try your hand at world domination by outwitting your opponents! 



Diplomacy 
Welcome your neighbors 10 the 
'New Order.' You decide who is 
friend or foe . . . Exchange 
information freely with your allies 
through the game's diplomatic 
channels! 



Weather Reports 
Displays local weather fronts, 
showing size and location . . .Will 
your upcoming invasion be 
jeopardized by an oncoming storm? 



Spotting Reports 

Indicates what you can see near 
your forces. Perhaps it is from 
your Spy you have lurking in the 
mountains outside Berlin, or 
perhaps your Recon Plane flying 
over the outskirts of Leningrad! 



City Reports 

Shows all the cities you control, 
what production level they are at 
and what they are building. Larger 
citieshavegrealereapabilitiesand 
can produce bigger, better units! 



30 Types of Combat Units! 

Infantry • Special Forces • Paratroopers • Militia • Tanks • Artillery 

Truck Convoys • Railroads • Fighters • ASW Aircraft • Forts 

Cargo Planes • Recon Aircraft • Strategic Bombers • PT Boats 

Naval Transports* Submarines • Destroyers • Cruisers • AA Guns 

Aircraft Carriers • Battleships • Minefields • Minesweepers • Rockets Leaders Spies 

Mechanized Infantry • Armored Cavalry • Air Bases 



WHY TRY WC? 

U Fun! Players state that they love the ability to "mis-direct" their 
neighbors through game messages to other players. Propaganda 
and diplomacy are important factors to be successful in WC. 

□ Experience: We have professionally moderated over 300 1 2-playcr 
games with over 100,000 turns processed since 1988! 

□ Easy to learn; impossible to master... Most players get a lot of 
experience defending, but few master the offensive gambits 
necessary to win! 

J Low Cost! Send S 19 for the 30 page rulebook and the 1st 3 turns 
of your 12 player game! Additional turns arc S5 each. 

PRIME TIME SIMULATIONS 

PO BOX 650 Pinole , CA 94564-0650 VOICE: (510) 245-1300 FAX: (510) 245-1201 

Email: conquest@dnai.com WWW site: http://www.dnai.com/~conquest 



IF YOU OWN A PC. 

You can play via email using our program, WCView. 
WCView allows players to view their game on their PC, log 
each units' orders, replay previous turns, and much much 
more! The software is free! Users of our software are invited 
to play in our Head-to-Head games (2 player games) on our 
automated turn processor! Over 1000 H2H games have been 
played in the past year! Make sure to tell us about your 
computer system and email address!!! 



58 



(from p. 5) 



an upgrade here or there along the way. but 
not appreciably. Work software upgrades 
represent little more than "Profit, version 
7.0," while usually making little meaningful 
change in functionality. My PC still performs 
95 per cent of the work tasks it should, 
because work software is fundamentally not 
tasking computer capabilities today the way 
game graphics do. However, before 1992 was 
finished, my PC no longer operated computer 
games available in stores (when virtually all 
non-CD ROM games ceased to be marketed). 
The focal point of my hobby is interac- 
tion with other game players. Consequendy, 
I have never been wilting to plunk down 
hard cash to upgrade a PC for gaming pur- 
poses alone. Netware and enhanced modem 
capacities may soon change all thai. How- 
ever, the 1992-1997 Computer Epoch fea- 
tured solitaire play of graphically appealing 




games with inadequate artificial intelli- 
gence. That wasn't my hobby. I hope poor 
AI is soon replaced by challenging artificial 
opponents and that network gaming 
becomes more affordable for the common 
gamer. I want to be able to analyze the game 
system and input elements, thus drawing the 
appropriate conclusion about their historical 
lessons. Board gaming has always been more 
adaptable to simulation and learning (unless 
you regularly debug, alter code, and compile 
your own computer games). 

On the other hand, significant convention 
expenditures (for travel, room and board) I 
deem to be acceptable outlays to enhance my 
enjoyment of my gaming hobby. The players 
at AvalonCon have become friends {for 
which there is no price). The time is well 
spent. The entertainment value is astounding. 
There is no better place to validate your 
hobby pursuits. Conventions even provide 
competition on directly-connected comput- 
ers, with ready opponents willing to battle 
you head-to-head in your free moments. 

My report is offered simply as a testimo- 
nial to one aspect of this entertaining hobby 
of ours. Fortunately, the competitive, think- 
ing angle of gaming will never become obso- 
lete, nor will its participants. Only the equip- 
ment will. — SKT 



Firing from the Hip 

By Mark G. McLaughlin 



For my birthday. I bought myself 
Imperialism by SSI. It is like Civi- 
lization, but set in the 19th cen- 
tury, with big armies, big fleets, less 
micromanagement and an excellent diplo- 
macy system. 

Do not be scared when you read the box. 
It says it requires 100 MB on the hard drive, 
but that is not true — it took up barely 25 
MB. It requires Direct X 5.0, but you can 
load that from the CD-ROM disk itself. The 
rule book appears daunting, but seven tuto- 
rials teach you the basic things you do 
(develop, build, trade, parlay, move 
armies/navies, and fight). Install it, then 
print out the read me file (it corrects some 
etxors in the rule book, especially for the 
tutorial), and then play each of the seven 
tutorials (the book gives you a play-by- 
play). Then read the rule book. 

Do not waste your time on the random 
map games. They are just random map 
worlds of made-up continents with country 
names like "Zimm" and "Deneb." Your 
country on thai map is small and you start 
from scratch. It takes a long time to build 
up to the good part of the game. 

Go instead to the scenarios (1820. 
1848 or 1882). I recommend 1882. 
because you can be either Britain or Ger- 
many on the eve of the great naval arms 
race that led to the Great War (WW I). 
You get lots of stuff at start; most of your 
railroads and depots and ports are already 
built. Your transport and factory network 
is started. You have a small military. 
Moreover, you play on a map of Europe, 
so geography is familiar (you do not 
waste time looking for the province of 
Twil in Zimm). 

It takes a couple of hours, a couple of 
reversions to saved gaves (it autosaves 
each turn) and some experimentation ai 
first, but the game is marvelous. It has the 
best diplomacy options I have ever seen, 
right down to the trade and embassy oper- 
ations akin to PAX BRITANNIA and the 
trade subsidies, boycotts and bribes of a 
human game. You can make deals and 
track how major and minor countries per- 
ceive you. You can figure out who makes 
what you need to buy most. 

The production network is really 
neat — determining where resources go to 
build up industry or goods for selling, or 
train workers, or recruit soldiers. You can 
upgrade things or invest in new items. 



Naval combat is semi-abstract — you 
build a fleet, decide what ships go into it, 
set a level of aggressiveness, and put it 
somewhere to blockade a harbor, set up a 
beachhead, patrol for enemy fleets, or 
defend your own harbor. You do not com- 
mand the fleet in battle, but at least you 
give it some parameters to operate. 

Army combat is tactical. As you would 
expect from the period, artillery domi- 
nates, with heavy artillery ruling. Infantry 
exist mostly to die (unless you build many 
of them and use them in human waves to 
give the enemy more targets than he can 
hit). Cavalry exists either to draw fire 
(which they are very good at doing) or for 
the coup de grace. Generals blow bugles 
and boost morale. Units are regiments 
(which get medals if they survive a vic- 
tory). Losses are partial, with recovery 
based on time doing nothing. In each of 
the three basic periods of the game 
(1820s, 1850s and 1880s) you get nine 
types of troops, but in the 1880s you can 
start upgrading to WW I-style troops (rail 
guns, tanks, machineguns). 

Imperialism (not in real time) gives you 
a lot of food for thought. The AI is very 
good on the trade and diplomatic front. 
Militarily, it tends to spread itself a little 
thin, but always buys the military 
upgrades. If it is losing, it attacks with the 
provincial militia/territorial forces while 
retreating the mobile units. The militia 
dies, but by coming out of the trenches, it 
can try to kill your best units while buying 
time for your regulars to retreat. When you 
see the enemy militia leave the trenches, 
that is a good sign you have won. If it 
thinks you are losing, it will counterattack 
with better units to try to keep your from 
getting away with light losses. All in all, 
the computer is craftier than it appears on 
the tactical matrix, and is especially smart 
with trade/diplomatic deals. 

My favorite line: the Defense Minister 
(adviser screen) pops up to tell you that 
enemy fleets are in the sea zone off of 
your capital and that you have no ships 
there. He advises you to build or move 
warships to the threatened area and "in the 
meantime, I will be retiring to my country 
estate, deep in the interior." How is that 
for personality? 

SSI has done it again. 




by Jim Pedicord 



Jim Pedicord is a freelance writer who 
can be contacted at jimrp2@aol.com. 

The sights are set on the US Civil War 
with two games now available cover- 
ing the bloodiest war in US history. 

Sid Meier is a name synonymous with 
strategy games, being the originator of such 
classic computer games as Railroad 
Tycoon and Civiuzation. He now moves 
into the wargaming arena, covering the bat- 
tle of Gettysburg with Sid Meier's Gettys- 
burg! by Firaxis. Gettysburg is a real-time 
game with the battle playing out directly in 
front of you. Battles are shown from an 
overhead view and fought on a regiment 
level over the three days of the actual battle 
(July 1-3, 1963). Scenarios range from 
actual historical battles to many alternative 
history engagements, all taking place near 
the famous battlefield. Individual scenarios 
are available for short sessions, and a 
loosely-linked campaign is included for 
longer game play. A nice randomized sce- 
nario-building feature makes for good 
replay capability as well. 

The scale is relatively small, mainly 
because of the real-time angle, but the game 
does not turn into a reflex-dependent battle. 
Strategy is the key and is very well done. 
Combat itself is relatively simple with unit 
movement consisting of a basic mouse click 
and drag technique with varying commands 
present to set tip formations and types of 
attacks (line or column formation, charge or 
retreat). Various voice responses from your 
units give you a good feel for how the battle 
is progressing. Battles are contested over 
lush graphical backgrounds complete with 
farmhouses, trees and buildings. Victory 
conditions are based on securing specified 
terrain objectives. Various skill levels plus 
commanders with personality traits combine 
for numerous combinations of play. 

Overall, this title gives a great balance 
between serious strategy and entertainment. 
Complete with challenging computer play, 
multi-player and network capability, and a 
great look at some of the battles within bat- 
tles during Gettysburg, this is another Sid 
Meier winner. 

Civil War Generals 2: Grant, Lee & 
Sherman from Sierra looks at the Civil War 




from a much broader perspective, using a 
turn-based system and giving players 
access to a multitude of battles. Players 
may enter almost every battle in the war 
from either side and also can play extended 
campaigns, ranging from geographical 
areas such as the western or eastern fronts 
to the entire war itself. To top it off, a full- 
fledged scenario editor lets you create new 
versions of historic battles or your own 
"what if situations. 

Game play is geared around the generals 
and commanding offi- 
cers with morale and W^t^lST^^ m 
supply as the key ele- 
ments in the game. Units 
are brigades and regi- 
ments, with the actual 
number of men and 
morale influenced by 
battle results. The game 
provides a wide assort- 
ment of troops, ranging 
from normal infantry 
and cavalry to engineers 
and gunboats. Each scenario is turn-limited 
with victories and defeats being determined 
by the amount of objective hexes taken by 
each side. Graphics are from an overhead 
view and show a wide variety of terrain, all 
taken into account when attempting to 
move or attack. The campaign scenarios are 
knit closely together, with the effectiveness 
and morale of troops carrying over to each 
new scenario (if they survive). Between 
battles, new weapons and ammunition may 
be purchased to improve the troops. Battles 
are calculated affairs. A variety of com- 
mands such as digging in or changing for- 
mations may be given to the troops. 

To close out the package there are 
Civil War re-enactment movies sprinkled 
throughout the game as well as an histor- 
ical reference guide on the CD. For some- 
one who wishes to partake in various bat- 
tles throughout then entire war, Civil 
War Generals 2 is a great game to 
accomplish this. 

Turning to more recent history, SSI has 
released the long awaited sequel to the crit- 
ically acclaimed Panzer General , appro- 
priately titled Panzer General 2, first in the 
Living Battlefield series. Sporting new 



59 

maps and graphics, this sequel improves on 
the original, but does not stray from that 
overall fun and simplicity. Battles can be 
fought from one of the 30 scenarios, five 
campaigns or ones constructed using the 
scenario builder. Interestingly, a new front 
has been added (America), where theoreti- 
cal tank battles may be waged. Battles run 
the gamut from Leningrad to Tobruk. 

Game play is very similar to the original 
with simple point and click routines used to 
maneuver units and attack targets. Victory 
conditions arc based on victory objective 
hexes occupied at the end of the scenario. 
Units have normal wargame values which 
are used to calculate the outcomes of battles 
and movements. Must standard wargame 
principles are included (zone of control, 
supply, spotting, etc.), wrapped in an easy- 
to-use interface with concise menus and 
windows. Prestige is an important element 
in the game, with this morale feature help- 
ing to determine supply capability. 

A great game to introduce people to the 
world of wargaming, Panzer General 2 is 
also a nice change of pace for the experi- 
enced wargamer as well. 



SONAR BLIPS 

Blue Byte has released 
Incubation, a tum-based, tac- 
tical game reminiscent of the 
classic X-Com. Taking place 
on an alien planet, you are 
placed in charge of a squad of 
marines attempting to fight 
off mutated creatures who are 
attacking a human settlement 
Action and movement points 
determine what your marines 
can do. Graphically amazing, especially with a fast, 
3D-enabled machine, it provides over 30 missions 
to challenge you, with more appearing on the Blue 
Byte web site. 

Man of War, from Strategy First and distrib- 
uted by Virgin Interactive, is a strategy game 
putting you in command of the great sailing ships 
of the 1 8th and 19th centuries. Turns are pre- 
planned. After plotting, the player jumps to a first- 
person perspective where you view the battle as it 
unfolds. Large scale battles of up to 150 ships are 
possible, and a scenario editor lets you design your 
own naval battles. 

Interactive Magic has released the second in 
their Great Battles series, The Great Battles of 
Hannibal. It has more large-scale battles than the 
first title in the scries and many new additions and 
improvements to the game engine, including an 
undo feature, group attacks and plenty of elephants. 
A great deal of reference material from that time 
period is also included on the CD. 

Finally TacOps 98, a revised and updated ver- 
sion of the TacOps military strategy game by Major 
I.L. Holdridge will be published by Avalon Hill. 
One of the most realistic and accurate modem 
wargames, it will be a repackaging of the original 
game, scenarios and expansion disk with additional 
maps and new scenarios. Planned updates are also 
in the works. 



60 



Volume 31, Number 5 introduced two new fea- 
tures, the Zone of Control section and the Up 
Periscope column. Both drew considerable 
praise from readers, although it was the 
boardgame reviews which pleased the most, to 
the point thai many readers listed the whole sec- 
tion as one of the top three articles in the issue. 
Congratulations to ZOC editors John Kisner and 
John Walker for a fine beginning. The series 
replay once again received numerous votes, 
despite (or perhaps due to) being very short. The 
ASL fans sent their feedback in great numbers 
(the Chicago guys voting early and often for 
Louie Tokarz's article). Bruce Monnin's excel- 
lent article on HISTORY OF THE WORLD was 
fourth, but will be considered for the volume's 
Editor's Choice Award anyway, given that vot- 
ing on the Zone of Control section seemed to 
represent votes for the boardgame review phe- 
nomenon more than for any specific article 
within it. 

The issue as a whole received a mediocre 5.0 
rating (weighed down by a number of "lerriblcs" 
from readers not interested in computer cover- 
age, advertisements and diminshed focus on 
TAHGC games). Typical comments were "I 
really like the new format," "best issue in a long 
time" and "I like the mix of articles." This praise 
was leavened by detractors saying that the mag- 
azine is too diversified — trying to do too much. 
As they say in the movie industry, the proof will 
be at the box office and video store. Thus far. we 
are encouraged by subscriptions and renewals. 

Zone of Control section 200 

Series Replay— STONEWALL'S 

LAST BATTLE 180 

Breath of Fresh Air from the 

Windy City 140 

Live Long and Prosper 113 

"Reading, 'Riting and 'Rithmetic 

mAOR 107 

Surviving Among the Witless 93 

Anzio and the Drive on Rome 73 

At the Kiosk 60 

Save the Princess! 53 

Tricks and Taboos 40 

ASL Scenarios 33 

Whispers 27 

Making History in the World 20 

The games recently played hy the most respon- 
dents were ADVANCED SQUAD LEADER, 
HANNIBAL: ROME VS. CARTHAGE, 
PANZERBLITZ . HISTORY OF THE WORLD 
and STALINGRAD for computer [World at War 
series). 

Michael Tsuk (Arlington, MA) is the winner of 
the feedback drawing and wins a one-year sub- 
scription extension. 

* * * • * 

Congratulations are due the designers, develop- 
ers, testers, artists and others involved in the 
production and distribution of Avalon Hill's 
boardgame line. In 1997 they were all hits, 
according to Games magazine's December 1997 
Buyer's Guide to the best 100 games of the year. 
PRINCESS RYAN'S STAR MARINES captured 



The 

Infiltrator's 
Report 




'■■■ ; --"*%^ 












%M$-4& fee 




the title of Best Strategy and Conflict game; also 
recommended in that category are AGE OF 
RENAISSANCE and TITAN: THE ARENA., 
while STOCK MARKET GURU made the list in 
the Family Strategy category. 

• •* • * 

In November, number 15 of Vieille Garde, the 
official bulletin of the French Wargamc Acad- 
emy, sent us the Old Guard 1996 Award — their 
award for the Best 1996 Foreign Product — for 
HANNIBAL: ROME VS. CARTHAGE. Mean- 
while, old-time favorites, SQUAD LEADER, 
DIPLOMACY and KINGMAKER, remain atop 
the list of best boardgames according to the 
Leeds Wargames Club, sponsor of die United 
Kingdom's largest game show. 

• * • • • 

STARSHIP TROOPERS: Prepare for Battle, the 
new game by Ben Knight based on the movie, 
shipped in the last week of October. SUCCES- 
SORS: The Battles for Alexander's Empire , a 
multi-player wargamc by Richard H. Berg and 
Mark Simon itch, shipped in late November. 
ATLANTIC STORM, a multi-player card game 
on WW II naval convoy battles by Ben Knight, 
should be available in January. 

• • * • • 

TAHGC has acquired the worldwide publishing 
rights to the TacOps computer game system of 
Major I.L. Holdrige. The 1998 version will run 
on Mac and Windows95 or WindowsNT. The 
new CD will include new scenarios and maps, 
plus revisions of previously published ones, 
TacOps will remain focused on contemporary 
and near-future tactical level operations and will 
retain the no-nonsense user interface which 
appeals to the military market. Major H's goal is 
to offer long-term support to this computer title 
as added incentive to buyers seeking the multi- 
year availability and support that is critical for 
training simulations. 

• * * * • 



Contest #182 ("Once More into the Breach") 
turned out to be more confusing than intended. 
The difficulty revolved around misconcep- 
tions about control (perhaps fostered by diver- 
gence from the rule regarding receipt of 
income). Some entrants simply assumed that 
by converting the Florentine army into a garri- 
son, control was retained. In this view, victory 
was assured for the outnumbered Florentines. 
However, receipt of income from a city and 
control of a city are defined differently in the 
rules. Control of a city and province go hand 
in hand as fully defined in rule 4.3. Facing an 
enemy army in the province, a friendly army 
in the city does not sustain control of the 
province/city (in fact, neither power controls 
the province/city). In the Spring, the control 
marker is removed and Florence would have 
control of no home cities. (Had Florence sur- 
vived as a power from some other reason, then 
the unbesieged garrison in the city would pro- 
vide its income to Florence — just as the enemy 
army in the province would yield the provin- 
cial income — see rule 8.2.) 

Consequently, contestants had to keep the 
enemy out of the province of Florence (or 
recover control of another home city). The 
enemy moves are outlined in the volume 31, 
number 6. Due to the ambiguity in the rules, 
however, all contestants converting Army Flo- 
rence into a garrison or bribing either Army 
Bologna or Army Pistoia are considered win- 
ners. Furthermore, to clear up the rule ambigu- 
ities and the implications of control for victory, 
conquest and unit adjustment, we provide 
errata and clarifications in this issue's question 
box on page 43. Who says contests are a waste 
of time? 

• * • • * 

Contest #183 ("Hot Zone") put contestants in 
the position of maximizing the point differen- 
tial scored by the Arachnids over the Mobile 
Infantry in the 1970s game STARSHIP 
TROOPER. If you know the game well 
enough, you quickly deduce thai only two pos- 
sible answers exist and they revolve around 
how to direct the fire of the "E" Heavy 
Weapons unit. The other units have no choice: 
line-of-sight and terrain preclude choice by 
the other units. Without unit E, the Arachnids 
fire at the Retrieval boat with 4- 1 odds (one- 
third chance of destruction, bagging 12 
points — three points per stranded MI for the 
Arachnids). It is appealing for unit F. to fire ai 
3-1 odds at the Platoon Sargeant and his car- 
ried WIA buddy. This will usually net one 
KIA and pin the other until the boa! is gone, 
giving you four points. Unit E can double the 
chances of the attack on the Retrieval boat by 
joining the attack on it (5-1 odds). With a two- 
ihirds chance of scoring 12 and only a one- 
third chance of giving up four points, the 
Arachnid player averages a gain of 6.67 
points. The alternative (of shooting 3-1 at the 
PS & WIA and 4- 1 at the hoat) yields an aver- 
age gain of a shade under 4.5 points. Concen- 
trate fire on the boat. The water- Filled bags 
can be digested in due time. 



61 



ALIEN METAMORPHOSIS 

Variant Rules for ALIENS 

By Stuart K. Tucker 



V WH2§5PS! 



/ 



f I Those of you who loved this game or can '1 
B find it (it is out of print) may want to 
JL check out the new version o/STARSHIP 
TROOPERS — different bugs and weaponry, 
but similar exciting action. "Sir, is this going to 
be a standup fight or another bug hunt?" 

With the release of another movie sequel, 
win not break out your old copy of Leading 
Edge's Aliens for another heart-pounding 
escape';' My 1'ricnds and 1 did, but we weren't 
satisfied that the original game portrayed the 
movie well enough and came up with some 
minor modifications. Have you ever seen 
Vasquez survive after popping off a few 
grenades in Ops? Now you can. Are you tired 
of those light-weight pistols failing to serve a 
good purpose? Now you can hope to stick one 
up the mouth of a nearby alien. Don't you feel 
that carrying an incapacitated Marine should 
harm your aim a bit? After over 30 
viewings of the movie, the discrepan- 
cies trouble die purist. 

As fine as the game Aliens por- 
trays the movie, the connoisseur will 
appreciate these changes. 

Hasty Shots. At the moment an 
alien enters a Marine's space, the 
Marine may squeeze off a point-blank 
hasty shot. Aim is affected by the 
weight of the weapon. 

1. Pistols use the Aim 2 line. Range 1 
column. 

2. Pulse rifles and Shotguns use the 
Aim 1 line. Range 2 column. 

3. Flame units use the Aim 1 line. Range 3 
column, 

4. Machine guns use the Aim 1 line, Range 5 
column. 

The usual acid spray takes effect in the 
space of the alien's attack. 

Carrying Marines. A Marine carrying an 
incapacitated Marine must add three to firing 
die rolls (except for Hasty Shots — the advan- 
tage of the second pair of eyes over the shoul- 
der helps in that case). 

Grenade Effects. Before checking the nor- 
mal Effect chart, see if the alien or Marine is 
hit. The alien in the target spot is automatically 
hit. Aliens one or two spaces away from the 
target spot must roll on the unwound ed Burke 
card Aim 1 line to see if they are hit (and 
killed). Marines one to eight spaces away from 
the target spot must roll on the unwounded 
Burke card Aim 2 line to see if they are hit. If 
a Marine is hit, use the effects shown in the 
Grenade Table Effect (Marine) column. 
Example: Vasquez fires a grenade at range 3. It 
kills the targeted alien, but kills adjacent aliens 
on a 2 or less, and wills aliens two spaces away 
from the target on a 0. Vasquez must roll a 5 or 
higher to avoid being incapacitated. 




Weapon Handling. Unload actions must be 
consecutive. Reload actions must be consecu- 
tive. In between unloading and reloading, 
other actions may be taken. It costs no actions 
to drop a weapon. It takes two actions to 
acquire the weapon from an incapacitated 
Marine in the same space. 

Action cost: 
Unload Reload 

Pistol 1 2 

Pulse Rifle 2 2 

Movement Sequence. We have always used 
a predetermined Marine movement order to 
reduce coordination in the heat of battle. Ail 
alternative is a randomized sequence. At the 
start of each Marine turn, all Marines in com- 
bat resolve their melee attacks. Then, take the 
cards of non-incapacitated Marines and those 
not in combat or grabbed. Taking care to keep 
the wounded sides correctly up, shuf- 
fle these cards and move each Marine 
one at a time as revealed from the top 
of the deck. After all have moved, any 
grabbed Marine that has been freed 
may then move. 

Reactor Room. Randomly place 
the Marines by rolling dice as if plac- 
ing aliens, but add five to all rolls of 
0-4 to keep the Marines distant from 
the exit. Then, give the Marines a free 
move parallel or away from the exit at 
the start of the game. 

Ripley, What Are You Doing? In 
the reactor room scenario, on the turn in which 
the Marines take their second casually, Ripley 
begins to move the APC to rescue them. Count 
1 2 turns down the mm track to mark the arrival 
time. The APC bursts through die exit (use the 
Ripley card to mark it) three spaces deep into 
the room (killing anything in its path). Marines 
now exit the scenario by moving onto the card 
representing the APC. Aliens get one move to 
jump onto the APC before it departs. The first 
attacks Ripley through the windshield (Ripley 
adds two to melee value). If Ripley is grabbed, 
the APC doesn't depart. It takes two actions 
for another Marine to become the driver. 
Marines get Range 1 shots at any aliens on the 
APC card with them. Any alien not killed or 
stunned may attack any Marine on the APC. 

Operations Room, In the operations room, 
aliens get three move actions, not four. Ripley 
may not move until she has shot three times 
with the pulse rifle. Then, Newt and Ripley 
may enter the passageway to the door. 

Air Ducts. The explosive effects of a 
grenade double in range due to the nature of 
the passageways. Thereafter, the target 
location of the grenade blast costs three 
move actions to enter. 



. . .The biggest news of the year has to be the 
astounding announcement that Wizards of the 
Coast has been granted a patent on aspects of the 
"trading card game method of play" by the US 
Patent Office (US Letters Patent 5,662,332). 
Soon, they'll be tapping the shoulders of the 
"me-too" companies for royalties — especially 
the ones which can't afford patent 
lawyers... Despite rumors of its demise, Spear- 
head games expects to continue production, but 
it has slowed production in the absence of dedi- 
cated management. If the company is sold, pre- 
publication orders for Thunder of Honor will 
be honored... Columbia Games is now supply- 
ing the public and retailers directly, which 
apparently has earned the displeasure of Ches- 
sex (a major game distributor)..,Task Force 
games is apparently in negotiations with Aniar- 
illo Design Bureau over the fate of the Captain "s 
Logs series (idle for the last two years). . . Deci- 
sion Games plans to release in February 1998 a 
non-collectible card game on the Battle of the 
Bulge, called Nuts... Parker Brothers' Lion- 
heart (with big plastic toys and all) was 
shipped in November... Avalanche Press 
expects to put out AirUnes in early 1 998. Their 
volume two for The Great War at Sea will 
cover the North and Baltic Seas and should be 
available in March 1998... Rio Grande's Medici 
is expected in late March and El Grande in 
June... CI ash of Arms expects to release War 
Without Mercy in January. Their La Bataille 
series will next feature a new edition of 
Moscow, and Orthez. They expect to release in 
1998 a Battles of the American Revolution game 
on Brandywine/Germantown as well. Operation 
Shark shipped in November. . .GMT's Jugurtha 
and Phalanx (Great Battles modules) went to 
the printer in December. Designer Richard Berg 
is working on a campaign system covering the 
ancient world (presumably with an interface to 
GMT's Great Battles of History series). GMT is 
also planning Victory, a Napoleonic version of 
Glory. . . Fat Messiah has put out a solitaire 
game. Last Frontier: The Venusian Incident, in 
which the player boards a crippled lab ship 
hurtling toward orbital re-entry, using his squad 
to rescue the crew from an alien horror. They 
also released a game called Shapeshifters, for 
2-4 players, in which players take on different 
forms to crush their opponents... Ral Partha has 
released a fast-playing fantasy miniatures game, 
Battlestorm. . . 

...In computer strategy gaming 
news... New World's Uprising has been 
released... Blizzard was expected to release 
StarCraft by the end of 1997... In the fall, 
Interactive Magic released Seven Kingdoms, a 
real-time game in which a player takes an 
emerging historical civilization from a modest 
village to conquest of the world. They are busily 
working on Great Battles of Hannibal, for 
release this winter... In March 1998, Interplay 
plans to release Flatline Studio's Alien Intelli- 
gence, a real-time snategy game with simulta- 
neous land and space combat... 
Impressions (division of Sierra On-line) 
released Civil War General II in October. . .SSI 
plans to release Soldier's War in 1998, a turn- 



62 



based game depicting individual US soldiers 
with over 40 actions possible by each. SSI also 
secured the exclusive worldwide rights for the 
computer version of Larry Bond's Harpoon 4 , 
based on the award-winning miniatures game 
system. Their Steel P anthers III is also avail- 
able, now scaled to 200 yards per hex... Micro- 
Prose is developing Star Trek: The Next Gen- 
eration: Birth of the Federal ion, a turn -based 
multi-player strategy game of space exploration, 
expansion and tactical combat. They shipped in 
November their Sci-Fi/Fantasy expansion 
worlds for Sid Meier's Civilization H, and plan 
a multi -player version called Ultimate Civ II. 
— SKT 




Use only short, controlled bursts. Hit the 
weak spots and move out. 

This column is dedicated lo voicing gamer 
concerns about how the computer wargame 
genre can improve. I wish to generate short, 
constructive criticism from this magazine's 
readers intended to help advance the computer 
game design process. Readers, mail me your 
comments (belter yet, email them to AHGen- 
eral@aol.com). —SKT 



1830 and ADVANCED CIVILIZATION are 
my favorites, because they are great games. 
Talonsoff s Battleground Waterloo has so 
much minute simulation that the game moves 
too slowly and the AI is weak. That's why 
J 830 is so great — the Al is so hard to beat. 
Computer manufacturers should concentrate 
on finding elegant games and creating sophis- 
ticated AI. 

— Togu Oppusunggu, Brooklyn, NY 

A note to those subjected lo fire: take 
solace that you hold ground worthy of a fight. 



CONVENTION CALENDAR) 



Please submit announcements at least six months in advance of the event to ensure timely publication. Feel free to e-mail information to ahgencral.com 

1 . Write Louie Tokarz, 5724 W. 106th St., #2E, 
Chicago Ridge, IL 60415 or call 708-857-7060 
or email MGLouie@aol.com. Web page at 
member.aol.com/HymesC/WCW.html. 



PrezCon '98 
Feb. 26-Mar. 1, 1998, Charlottesville, VA 

This fifth annual event sponsored by THc 
GAMe PLACe is held at The Double Tree 
Hotel (1-804-973-2121). It features a variety 
of multi-player boardgames, some two-player 
games, card games and miniatures, including 
demonstration for beginners. Registration 
before February 5th is S25; no event fees. 
Write PrezCon, P.O. Box 4661, Char- 
lottesville, VA 22905 or call 804-961-6953. 

Cold Wars 1998 
March 6-8.1998, Lancaster, PA 

Held at the Lancaster Holiday Inn Host Resort 
(717-299-5500), this miniatures convention, 
sponsored by the Historical Miniatures Gaming 
Society, will have as its theme this year the air 
war of the Great War. Write Cold Wars 1998, 
P.O. Box 5094. Hemdon, VA 20172-1996 or 
email a co-director at dluff@erols.com or 
avatar@wam.umd.edu. 

ENLIGHTMENT '97 
March 7-8, 1998, Hunt Valley, MD 

This dedicated AGE OF RENAISSANCE con- 
ference promises three rounds of the most 
intense multi-player action short of AvalonCon 
at the Hampton Inn — less than a mile from The 
Hunt Valley Inn. AvalonCon -style plaques and 
Swiss pairings. $20 registration. For more infor- 
mation, write Don Greenwood, 1541 Redfield 
Rd., Bel Air, MD 21015. 

1998 Midwest Open 
March 7-8, 1998, Kenosha, WI 

This VICTORY IN THE PACIFIC tournament 
will be held at the Days Inn at 1-94 and State 
Rte. 50 (414-857-2311) and features six 
rounds of open swiss-style, AREA-sanc- 
tioned competition for five prizes. Pre-regis- 
tration is S20 by February 21st. Write Glenn 
E.L. Petroski, 6829 23rd Ave., Kenosha, WI 
53143-1233 or call 414-654-5044 or e-mail 
GELP@Juno.com. 



Little Wars 1998 
March 13-15, 1998, Rosemont, IL 

This wargame miniatures convention will be 
held at the Ramada Hotel O'Hare (847-827- 
5131). Write Harold Johnson, 315 Hakins Rd., 
Lake Geneva, WI 53147 or call 454-248-3625. 



March Madness *98 ASL Tournament 
March 13-15, 1998, Overland Park, KS 

This third annual ASL convention in Kansas 
City is sponsored by Kinetic Energy Products 
and is a six-round, Swiss style tourney with 
special prizes for best novice and intermediate. 
Pre -registration is $15 before March 1st, or 
$20 afterwards. Write Mike Reed, 16200 W, 
143rd Terrace, Olathe, KS 66062 or call 913- 
780-1297. 

Egyptian Campaign 1998 
March 27-29, 1998, Carbondale, iL 

This 11th annual convention is held on the 
campus of Southern Illinois University and 
features special guests, boardgames (including 
DIPLOMACY), card games, role-playing, auc- 
tion and miniatures contest. Write S.I.U.C. 
Strategic Games Society, Office of Student 
Development, 3rd Floor Student Center, Car- 
bondale. IL 62901-4425 or call Joel Nadler at 
618-529-4630 or email ECGamCon@aol.com 
or visit www.siu.edu/~gamesoe. 

ASL Scandinavian Open 1998 
April 3-5, 1998, Copenhagen, Denmark 

This will feature a 5-round, swiss-style tourna- 
ment, with choice of three scenarios in each 
round. Write Michael Hastrup-Leth, Hnsumgade 
19. 4,Tv, 22 Copenhagen, Denmark or 
e-mail has trap @ i mage .dk, 

1998 ASL Open in Chicago 
April 24-26, 1998, Burr Ridge, IL 

This seven-round tournament features computer- 
ized pairings using Chicago-style scoring and 
includes a team tournament. Scenario list pro- 
vided to pre-registrants. Shuttles to Midway and 
O'Hare. Registration is $15 but $18 after March 



Havoc XIV 
April 25-26, 1998, Ayer, MA 
BCBoston Inc.'s 1 4th annua! wargame con- 
vention will be held at the Fort Devens Gym- 
nasium. Write Peter Mancini, 200 Bedford 
Rd., Apt. 17A, Wobrun, MA 01801 or call 
617-933-9975 

GameFest '98 
May 1-3, 1998, Timonium, MD 

The Games Club of Maryland will host their 
first annual convention, with a strong focus 
on Avalon Hill boardgames. Organizers are 
seeking interested GMs. Write Gamefest, 9 
Augusta Wood Court, Reisterstown, Mary- 
land 21136 or E-mail gamesofmd@aol.com 
or vi si t w w w , rtg ames . com/gamer es t. 

Montreal ASL Festival 
May 2-3, 1998, Montreal, Quebec 

Held at the Downtown Days Inn (1-800-567- 
0880), this con is limited to 28 players and fea- 
tures 4-5 rounds with choice of 3 
scenarios/round. Point scoring like at ASL 
Open. Prizes to top two players. Registration is 
$15. Write Michael Rodgers, 5187 Beamish, 
Pierrefonds, Quebec, Canada H8Z 3G4 or 
phone 514-620-5757 or email Michael- 
Rodgers@compu serve.com . 

Tachy~Con 
June 5-7, 199S, Orlando, FL 

The FUN Florida Science-Fiction Convention 
will be held at the Adam's Mark Hotel at Florida 
Mail (800-444- ADAM) and will feature guest 
authors, 24-hour programming and gaming, 
panels, auction, dealers, workshops, contests 
and more. Registration is $20 before April 1st; 
$25 afterwards. Visit http://www.ao.net/-tachy- 
con or write taehycon@ao.net or P.O. Box 
3382, Winter Park, FL 32790-3382 or call 407- 
628-1454. 



EkeJ o _the 




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Dear Reader, 

It has been over two years since we last surveyed our readers. The results were extremely helpful. 
Your answers led to many of the new features and our new look. The changes have resulted in an 
increase in our circulation, our subscriptions and our subscription renewals. All answers that you 
provide are confidential and no personal information will be shared with anyone. We look forward to 
seeing the results of this survey and urge you to participate. 

1 . Do you read any magazines about boardgames, history, or strategy? Check all that apply: 

□ American History □ America's Civil War □ Aviation History 

□ Command □ Dragon Q Duelist □ Fangoria Q Fire & Movement □ Games 

□ Inquest □ Military History □ Moves □ Pyramid □ Shadis 

□ Starlog Q Strategy & Tactics a World War II Q Other: 



2. How many people, including yourself, read your copy of The General? 



3. What types of games (excluding computer games) do you play? (check all that apply) 

□ Card games (non-collectible, excluding games like Bridge, Pinochle, etc.) 

□ Collectible card games □ Diplomatic games □ Family games Q Fantasy games 

□ Finance games □ Historical strategy games Q Live-action role-playing games 

□ Military simulation games □ Railroad games □ Role-playing games 

□ Science Fiction Q Trivia games □ Word games 

3a. In question 3, above, circle the two types of games you play most often. 

4. My favorite boardgames can be played in the following amount of time: (select one) 

□ 1 hour or less □ 1 to 2 hours □ 2 to 5 hours 

□ More than 5 hours □ Extended play over 3 or more sessions 

5. Even if you chose 3 or more hours in questions 4, do you think that all games should include a 
quick-start version that can be played in 1 to 2 hours? 

□ Yes Q No □ It doesn't matter 

6. How many board games do you purchase each year? 

□ 1to4 Q 5 to 8 □ 9 to 12 □ more than 1 2 

7. Which of the following sources do you use to obtain information about boardgames? 

□ Browsing in stores □ Colleagues, Friends □ Game Magazines 

Q History Magazines □ Salespeople a Internet □ Contact the company directly 

□ Other 

8. Do you own a computer? □ Yes □ No 

8a. If no, do you plan to buy one? 

□ within the next 6 months □ this year Q no plan to buy 

9. What kind of computer do you own? 

□ 486 □ Pentium 100 or less □ Pentium higherthan 100 Q Pentium II 

□ Macintosh rj Macintosh/PowerPC 



10. How much RAM (memory) is in your computer? MB 

11 . Does your PC have a CD-ROM drive? □ Yes □ No 

12. Do you access the Internet? □ Yes Q No 

13. If no, how likely are you to begin using the Internet within the next 6 months? 

□ Very likely Q Somewhat likely Q Not very likely 

□ Not at all likely Q Don't know 

14. Do you play computer games? □ Yes □ No 

15. If yes, Which of the following types of computer games do you play regularly (check all that 
apply)? 

□ Real-time strategy □ Turn-based strategy □ War/Military □ Adventure 

□ Role Playing rj Sports □ Simulators (like flight,, car sim's, etc.) □ Puzzle □ Education 

□ Gambling □ Action/Arcade □ None 

16. Have you played on-line games via email or the Internet? □ Yes a No 

17. If no, how likely are you to start playing computer games on-line within the next 6 months? 

□ Very likely a Somewhat likely □ Not very likely 

□ Not at all likely □ Don't know 

18. How many computer games do you purchase each year? 

Qlto4 □ 5 to 8 □ 9 to 1 2 □ more than 12 □ none 

19. What computer magazines do you regularly read: 

□ Computer Gaming World □ Strategy Plus □ PC Gamer 

□ PC Games □ Next Generation □ Home PC □ Boot Q Computer Life 

□ PC Computing □ Windows Magazine □ Computer Game Entertainment 

□ None □ Other: 



20. Which of the following sources do you use to obtain information about computer games? 
□ Browsing in stores Q Colleagues, Friends Q Computer Magazines 
Q Computer Gaming Magazines □ Television □ Internet 
Q Newspapers/News magazines Q Salespeople □ Other: 



21. What is your age? 

□ Under 18 □ 18-24 □ 25-34 □ 35-44 □ 45-54 Q55+ 

22. Please indicate your gender. Q Male □ Female 

23. Please check your approximate total income before taxes 

□ Under $19,999 □ $20,000-$29,999 Q $30,000-39,999 

□ $40,0000-$49,999 □ $50,000-$59,999 Q $60,000-$74,999 

□ $75,000-$99,999 □ $1 00,000+ 



24. What is the highest level of education you have attained? 

□ High school graduate □ Attended college □ Graduated college 

□ Post graduate study □ Post graduate degree 

25. Which category best describes your occupation? 

□ Chairman, President, CEO □ Director, Dept. Head, Manager 

□ Other administrator □ Science, Engineer, Tech. Specialist 

□ Professional/Educator q Clerical □ Laborer 

□ Other employed □ Semi-retired Q Retired 

26. Overall, how satisfied are you with The Genera!? 

□ Very satisfied □ Generally satisfied □ Not very satisfied 

Thank you so much for helping. It is very important for us to know as much as possible about 
our readers. Fold this form in half so that our return address is exposed and tape both open sides. 



Please use this space to make any comments about The General. Tell us about things you'd like to see more of or 
what you'd like to see less. You can even say what you'd like to see Avalon Hill produce. Only you can tell us how 
we can serve you better. Thanks again for helping with the survey and thank you for any comments you make here. 



FOLD FORM IN THIRDS WITH THE GENERAL'S ADDRESS SHOWING - TAPE ENDS CLOSED. 



Jt. 



PLACE 

POSTAGE 
HERE 



& 



O •< The general 



€P 



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Baltimore, MD 21214 



€> N 



AVAILABLE NOW! BY POPULAR DEMAND! 



AVALON HILL presents... 




As you are reading this, Avalon Hill is 
releasing TacOps Classic, the most 
authentic war simulation computer game 
ever developed. Now, for a limited time, 
the original version for Mac and Windows 
plus their expansion modules is available 
on CD. 

Imagine yourself in command of an 
Army or Marine battalion in the '90s 
You control over 70 different types 
of tactical combat units and over 70 
modern weapons systems. 

TacOps Classic has a killer turn- 
based system. You plan your 
moves then watch the computer 
Al and your forces battle it out. 
While the action takes place, 
you're watching the battle in real time 
after both you and the enemy have plotted 
your moves. 

Never before and not since TacOps 
was originally released has there been 
a computer wargame that gives 
players such infinite control over 
everything that takes place on the 
battlefield ... down to the amount of 
ammunition expended. 

The very thorough manual, which is 
on the CD, is accessible from within 
the game. If you love detailed 
wargames TacOps Classic is sure to 
please. 



TacOps Classic 



Please indicate quantity being ordered 

TacOps Classic — $19.95 

Postage and handling included for U.S. orders. 

Add S5.00 for Canada and Mexico; add SI 0.00 for Foreign. 

Method of Payment: 

□ Check a Money Order 

G Master Gard Q Visa a American Express 

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ap 



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FOR FASTEST SERVICE CALL CREDIT CARD ORDERS TD 1-80B-09B-3Z22 

OR VISIT DUR 24-H00R BNUNE STORE AT wvjiu.iwalodiill.cmD 



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